Rimelands Now at IndieGoGo!

April 20th, 2012 arzi No comments

The crowdfunding campaign has begun!

Please support our development at http://www.indiegogo.com/rimelands?a=552372!

We would also be extremely grateful if you spread the word.

Quick Update

April 19th, 2012 arzi No comments

Here’s a brief update on where we are:

- We’ll be firing off the crowd-funding as soon as we get our PayPal account verified.

- What’s ready on Rimelands is pretty much the content in the demo, and some other general things like talent icons. Most of the work left is on refining the levels and adding special effects and such. Should we manage to reach the funding goal, the time from the start  (roughly: the end of the funding period) to published product should be five to six months.

Preliminary Perks List

April 4th, 2012 arzi 1 comment

Here is the preliminary list of perks we’ve come up with so far. It’s still open for comment, of course. We’re planning to start the actual crowd-funding next week, after the Easter holidays.

1 — $10

The full game when it’s released, access to beta.

2 — $25

As above, plus access to insider forums and a possibility to participate in the development process.

3 — $50

As above, plus a name in the credits.

4 — $100

As above, plus an item named and/or designed by you.

5 — $150

As above, plus a set of authentic Rimelands Dice.

6 — $500

As above, plus a character named and/or designed by you.

1 — $10
The full game when it’s released, access to beta.
2 — $25
As above, plus access to insider forums and a possibility to participate in the development process.
3 — $50
As above, plus a name in the credits.
4 — $100
As above, plus an item named and/or designed by you.
5 — $150
As above, plus a set of authentic Rimelands Dice.
6 — $500
As above, plus a character named and/or designed by you.

What I’d really REALLY want to add to that list is a PDF of a tabletop Rimelands game, but I’m doubtful I’ll have enough time to write one (even though a rather solid base for the tabletop rules already exists as notes).

Rimelands Goes For the Crowds

March 20th, 2012 arzi 2 comments
It’s been a while since we announced the PC and Mac version of Rimelands: Hammer of Thor, and although we’ve been quiet about it since, things have been moving forward. The reason progress has been slower than we’ve hoped is that we’ve been working on a subcontracting project to keep the company funded. Unfortunately that has meant we haven’t had much time to work on Rimelands.
To fund the rest of the project we’ve decided to try something new for us: crowd-funding. We want the PC version to shine, so there’s a still a lot of work to be done on it. We’ll be launching the funding soon, but before that we need your help.
It’s customary to offers a variety of perks to people who fund the project. We already have some planned and naturally all who fund us will get the final game for free, as well as a possibility to participate in the beta testing of the game. But we’d also like to know what kind of perks you would like to see. You can send your ideas in the comments of this post, in the Rimelands forum, or in Twitter or Facebook. Please bear in mind that we have limited resources, so we can’t produce great amounts of physical goods.
We will also unveil a new feature for the game when the crowd-funding starts, so stay tuned!

Unity Tips & Tricks

January 13th, 2012 arzi No comments

I recently provided a short presentation on Unity at the local IGDA chapter’s Unity Special event. My topic was “Tips & Tricks” and the presentation contained a mixture of different issues and solutions developers should know and take into account when developing games with the tool.

The slides can be downloaded here.

The Difficulty of Difficulty

September 7th, 2011 arzi No comments
The Difficulty of Difficulty
I recently ran into an interesting article about the gaming skills of video game reviewers (http://www.joystickdivision.com/2011/08/doing_it_wrong_are_game_review.php, detailed info at http://insultswordfighting.blogspot.com/2011/08/are-game-reviewers-bad-at-games.html). It’s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you’ll be required to have a pretty broad interest in games, which means you’ll already have a skill set required by most games — that is reflexes and hand-eye coordination.
Another important thing is, of course, experience and the knowledge of conventions. There are probably dozens (hundreds?) of things so conventional in games that most gamers (and thus reviewers) don’t even realize they exist. Or that someone new to games might struggle with such conventions. A simple example is saving. If the game permits saving anywhere, gamers are used to saving quite often, and they also recognize common level patterns, like when they’re approaching a boss and should save before it.
The good news is that conventions can be taught and they very well should be if the game is aimed at a mass market audience. The problem is it’s hard to recognize the conventions. As such, a game with unexplained conventions may have a very variable difficulty across the players depending on how savvy they are with its genre.
Difficulty In Rimelands
We did notice a lot of variance with difficulty in the Hammer of Thor. Partly it was due to some balance issues, especially with the hybrid characters, but there were also other reasons. For one, some people struggled a lot with some puzzles which in turn were too easy for others. Puzzles are problematic in the sense that you really can’t have adjustable difficulty levels for puzzles (though you can include hints), but on the other hand to solve a puzzle you’ll just need to google the solution. If you’re stuck with a jump in a platformer, you can’t really pass the level without acquiring the necessary skill in the game (or, sometimes, with luck), which leads to frustration very easily.
Even if the game is easily adjusted for difficulty (games with lot of numerical values, such as RPGs often are), there are still problems with difficulty settings. How normal is normal, in any case? It varies greatly from game to game, often based on how skilled the game’s developers and testers have been. Because of that, it’s a very bad idea to ask the difficulty beforehand and not let the player change it. Another problem is that games tend not to be simple enough to have single metric for balance. Someone might find the platforming in a game easy (reflexes) but shooting very difficult (coordination).
Alternative Difficulty Settings
My proposed solution is to not have single difficulty setting, but several, preferably all of which very straight-forward. Some examples what this could mean in Rimelands’ case:
* Permanent death. A very hardcore setting, common in roguelikes, but in general not very fit  for most players in Rimelands.
* No free regeneration. Usually you regenerate outside battle in Rimelands. This setting would heavily emphasize the importance of Healing Potions.
* Swift enemy regeneration. Enemies would regenerate quickly if you’re not close to them. This would make ’sniping’ impossible.
* Endless enemy mana. This would mean the enemies use a lot more talents, which would make defending against such talents more important.
* Timed turns. This would alter the game’s pacing dramatically, as you could’t think too long (maybe 30 seconds?) per a single turn. Having this kind of option would require the game’s interface to be fluent enough to use with timed turns.
There could be plenty of others, but too many options will make it too overwhelming. You could also combine this with the common difficulty levels, so it would resemble the quality levels used in many games. At least it would mean it’s more transparent what the difficulty settings mean.
To get back with the original topic, these kind of transparent difficulty settings could also help reviewers, as they could better judge how the difficulty varies between the settings. One could, in theory, write something along the lines of “the potions are abundant in the game, so for a good challenge turn on the ‘No free regeneration’ option.”
One problem with this is that many of the above options are still very much tied to the player’s knowledge about game and RPG conventions. For newcomer’s they’d probably seem way too unintelligible.
Could this solve (to some degree, at least) the problem with variable player skill? Also, the ‘permadeath’ difficulty setting is something that would work with a majority of games. Are there others? Or even ones that would work with majority of RPGs?

I recently ran into an interesting article about the gaming skills of video game reviewers (detailed answers here). It’s certainly an interesting question, how good should reviewers be at games? Usually, to become a game reviewer, you’ll be required to have a pretty broad interest in games, which means you’ll already have a skill set required by most games — that is reflexes and hand-eye coordination.

Another important thing is, of course, experience and the knowledge of conventions. There are probably dozens (hundreds?) of things so conventional in games that most gamers (and thus reviewers) don’t even realize they exist. Or that someone new to games might struggle with such conventions. A simple example is saving. If the game permits saving anywhere, gamers are used to saving quite often, and they also recognize common level patterns, like when they’re approaching a boss and should save before it.

The good news is that conventions can be taught and they very well should be if the game is aimed at a mass market audience. The problem is it’s hard to recognize the conventions. As such, a game with unexplained conventions may have a very variable difficulty across the players depending on how savvy they are with its genre.

Difficulty In Rimelands

We did notice a lot of variance per person with difficulty in the Hammer of Thor. Partly it was due to some balance issues, especially with the hybrid characters, but there were also other reasons. For one, some people struggled a lot with some puzzles which in turn were too easy for others. Puzzles are problematic in the sense that you really can’t have adjustable difficulty levels for puzzles (though you can include hints), but on the other hand to solve a puzzle you’ll just need to google the solution. If you’re stuck with a jump in a platformer, you can’t really pass the level without acquiring the necessary skill in the game (or, sometimes, with luck), which leads to frustration very easily.

Even if the game is easily adjusted for difficulty (games with lot of numerical values, such as RPGs often are), there are still problems with difficulty settings. How normal is normal, in any case? It varies greatly from game to game, often based on how skilled the game’s developers and testers have been. Because of that, it’s a very bad idea to ask the difficulty beforehand and not let the player change it. Another problem is that games tend not to be simple enough to have single metric for balance. Someone might find the platforming in a game easy (reflexes) but shooting very difficult (coordination).

Alternative Difficulty Settings

My proposed solution is to not have single difficulty setting, but several, preferably all of which very straight-forward. Some examples what this could mean in Rimelands’ case:

  • Permanent death. A very hardcore setting, common in roguelikes, but in general not very fit  for most players in Rimelands.
  • No free regeneration. Usually you regenerate outside battle in Rimelands. This setting would heavily emphasize the importance of Healing Potions.
  • Swift enemy regeneration. Enemies would regenerate quickly if you’re not close to them. This would make ’sniping’ impossible.
  • Endless enemy mana. This would mean the enemies use a lot more talents, which would make defending against such talents more important.
  • Timed turns. This would alter the game’s pacing dramatically, as you could’t think too long (maybe 30 seconds?) per a single turn. Having this kind of option would require the game’s interface to be fluent enough to use with timed turns.

There could be plenty of others, but too many options will make it too overwhelming. You could also combine this with the common difficulty levels, so it would resemble the quality levels used in many games. At least it would mean it’s more transparent what the difficulty settings mean.

To get back with the original topic, these kind of transparent difficulty settings could also help reviewers, as they could better judge how the difficulty varies between the settings. One could, in theory, write something along the lines of “the potions are abundant in the game, so for a good challenge turn on the ‘No free regeneration’ option.”

One problem with this is that many of the above options are still very much tied to the player’s knowledge about game and RPG conventions. For newcomer’s they’d probably seem way too unintelligible.

Could this solve (to some degree, at least) the problem with variable player skill? Also, the ‘permadeath’ difficulty setting is something that would work with a majority of games. Are there others? Or even ones that would work with majority of RPGs?

Breaking News: Updates Resume

September 6th, 2011 arzi No comments

It’s been a while since our company blog saw any action. Sorry about that! The excuse is: we’ve been so busy with Rimelands that there hasn’t really been any company stuff to report. But it so happens that now there is!

We have a new member in the team: Mika Nurmikolu, who’ll be taking responsibility in business and community management.

It’s also his responsibility to make sure we don’t forget to post new updates every now and then, both here and in the brand new Rimelands blog. In general, all the company related information will be here, whereas strictly Rimelands stuff will be situated in the blog. The possible game design / development related stuff will probably end up here too.

So, that’s about it. Don’t forget to check out the new Rimelands website with info on the PC and Mac version of the game and whatnot – the development is in full gear now, so we will be updating it quite regularly!

Rimelands.com Now Open!

April 28th, 2010 arzi No comments

The site for our upcoming RPG, Rimelands: Hammer of Thor is now open here!

Check it out for screenshots, stories and more info about the game!

Crescent Moon Games To Publish Rimelands: Hammer Of Thor

February 25th, 2010 arzi No comments

Rimelands: Hammer of Thor will be published by Crescent Moon Games of the Ravensword fame. They will be marketing the game and also helping us with the development to make the game a truly astounding experience.

We find Crescent Moon Games to be a perfect fit for our company, since they’re not only the developers of one of the most popular iPhone RPGs, but also a team that shares our ideals about producing great games.

Deeper Into The Rimelands

February 24th, 2010 arzi No comments

Here’s the first more in depth blog post about Rimelands: Hammer of Thor. Please keep in mind that the game is still in production, so the’re can and will be changes along the way.

Screenshot from the game

Screenshot from the game

Combat

The combat is turn-based in the same way as in many roguelike games: on each turn you move to an adjacent tile or perform a single action. Then, all the enemies visible do the same. The basic tactical choices depend on your character build: melee path characters’ tactics involve efficient use of weapons and talents, ranged characters will find to their advantage to keep mobile and plan their routes, while magic users need to keep track of their mana reserves.

Varying enemy types will require different strategies and some enemies will work together, so you’ll need to think carefully which opponents to tackle first and with which attacks.

We are taking efforts to ensure that the game mechanics are as transparent as possible, so you’ll always have a good grasp about the consequences of your choices. The main guideline is that if you fail, you’ll have a good understanding of what actions most probably lead to your demise.

Exploration And Story

The game features both random generated and pre-designed levels, latter of which will also include some light puzzle elements. There won’t be too many mazes, but people wanting to search any nook and cranny will find their efforts rewarded by additional treasures.

The main plot in the game will be linear and there won’t be any dialogue trees, but additional side quests will be there. We’re taking care not to drown anyone in the dialogue, so all the conversations in the game will be pretty short. We’re also planning (skippable) cut-scenes in between the levels to carry out the story, but we can’t yet tell how they will be handled.

The mood of the story will be light, adventurous and slightly humorous, but with some more epic and serious undertones.

In retrospect, the Nausicaa vibe some have noticed in the forums is a good perception, although Laputa has been a more conscious inspiration. Among many others, of course.