DE: Tips And Tricks On Movement

Archon School is the best School.

I'm going to be traveling on business soon so I want to get this one out to you guys ASAP.  This is a quick article on some tips and tricks when it comes to vehicle-heavy play.  As you can see in a lot of my lists, it has a lot to do with vehicles.  However, in order for DE players to get the most out of their vehicles and the units inside them, you have to be very careful in how you play them.

Dark Eldar vehicles are powerful because they have Fly and great movement, however, they are fragile and if you use them incorrectly, they will die like bitches and so will your dudes.  If you're going to die, you better kill a lot of shit to make your death worthwhile.

Before we begin, here are some useful terms for you to remember:

Falling Back
Units starting the Movement phase
within 1" of an enemy unit can either
remain stationary or Fall Back. If you
choose to Fall Back, the unit must end its
move more than 1" away from all enemy
units. If a unit Falls Back, it cannot
Advance (see below), or charge (pg 182)
later that turn. A unit that Falls Back
also cannot shoot later that turn unless it
can FLY.

Open-topped: Models embarked on this model can attack
in their Shooting phase. Measure the range and draw line
of sight from any point on this model. When they do so,
any restrictions or modifiers that apply to this model also
apply to its passengers; for example, the passengers cannot
shoot if this model has Fallen Back in the same turn,
cannot shoot (except with Pistols) if this model is within
1" of an enemy unit, and so on. Note that the passengers
cannot shoot if this model Falls Back, even though the
Raider itself can.

Hovering: Instead of measuring distance and ranges to and
from this model's base, measure to and from this model's
hull or base (whichever is closer).

Airborne: This model cannot charge, can only be
charged by units that can FLY , and can only attack or be
attacked in the Fight phase by units that can FLY.

Look at this threat range man.

OK, now we're ready to begin.  First, I want you to look at this picture for at least 5 minutes.  Look at the measuring tape, and then bask in the glory that is DE movement and threat range.  You get out of the vehicle by measuring from the hull (including the tip of that Shock Prow) for 3".  You move 7" with your Warriors and 8" with your Wyches.  You then have roughly 1" because you measure to the edge of your 25mm base, so you have a total movement hull to edge of base of 11".  You then have a Rapid Fire range of 12", your Blasters reach out to 18", and the rest of your shit that matters literally hits from a mile away.  Just with Rapid Fire Splinters mean you have a total threat of a little over 23" out of a transport when you measure from the base.  This is why Obsidian Rose is so worth it to me, because it extends the threat range of this bullshit even further.

Before we continue, I want to say that if you're playing with Warriors in a gunboat, you want to stay in that gunboat as long as possible.  This is because the Raider is Open-topped and you can get much more mileage out of it with better durability (T5 10W 4+/5++/6+++) than shooting at paper armor Warriors out in the open.  You have much greater threat range inside a Raider as well, since the damn thing can move 14" and you can still Rapid Fire out of it measuring from the hull.  That means you have a threat range of 26" of threat, which is a few inches greater than your Warriors walking on foot.  Yes, you heard that right, your Warriors move almost as fast as your Raiders.  Let it sink it good and long.

So why get out?  Because your Archon's aura doesn't work while you're inside the Raider.  It only works when you're outside which is why it's very worthwhile to sometimes unload all of your shit within 3" of your Raider (so they can quickly jump back in next round), get within 6" of that sweet ass bubble of the Archon, and then unload like crazy.  It's like having Flayed Skull's re-roll 1s for all of your weapons.  If you have Writ of the Living Muse while using Black Heart, here's all those crazy re-roll 1s to Wound as well.  However, if you don't need the re-rolls, just sit in the Raider for as long as possible because even if the Raider is engaged, you can still disembark from it and not count as Fallen Back for your Warriors.  You just have to get out first before your Raider Falls Back.

Get out, get buff, shoot, get scooped.

This is what I mean when I say get out, get the bonus from the Archon, and reap the whirlwind.  You're still within 3" of your Raider so you can taxi back in next movement and your Archon is still in range because 6" from base to base is actually ridiculously long.  The biggest thing I want you to take away from this picture is that I angled the camera downwards deliberately here.  Your Warriors can fire from beneath your Raider because Line of Sight is a real thing (model's point of view).  Sure, they can probably only see something in front of them, but LoS is one of those things I will bring up time and time again with Dark Eldar.  LoS really matters for them because denying damage while doing damage is the key hallmark of the faction.

Another subtle tip from this example is that the Archon has 2 units in front of him before he can be shot at if your opponent doesn't have any flyers of their own.  Be very wary when there are flyers on the map because they can zoom across the battlefield and eat you alive if you're not careful.  Those damn Hemlocks of mine have claimed so many careless generals' lives.

Weapon ranges are important.

There is a lot going on in this picture so I'm going to try to explain piecemeal.  The first thing I want you guys to look at is the range and coherency of the models.  Note that all my units in the front drawing red are in Rapid Fire of that unit of Wraithguard while the most valuable damage weapons, the Blasters, are in the back marked yellow.  The reason why I chose to show this off is that when you pull models, you can pull the extra rifles from the front to possibly deny a charge, and to preserve your longer ranged weapons whenever possible.  As a shooty army, you should preserve as much damage whenever you can, however you can.

The second thing I want to show here is the placement of the Raider in front of the Wraithguard.  Yes, I know they're WG and they shoot like crazy, but pretend they aren't for a second and I'm just using them as models.  The Raider is long, a little over 7" and acts as a perfect defensive obstacle for units that want to charge your paper armor duders in the back.  By putting a Raider in front of them, you form an artificial wall for your opponents to go around.  Therefore, you prolong the charge distance of your enemies and keep your Warriors alive another round (possibly).  Sometimes, this means you have to make sacrifices.  For Dark Eldar, I strongly encourage you to employ such tactics because, for us, it's any means to the end.  It's both fluffy and is perfectly applicable in-game.

Here's where Fly comes in handy.  If you have units inside the Raider, once you Fall Back with the Raider, they cannot shoot.  What you do here instead is:  Disembark your Warriors out of the Raider first and then Fall Back with your Raider so they can both shoot.  You just need to be mindful that you're more than 1" away from the enemy when you get out.  If your Warriors are caught in the open and are now in melee, they can't Fall Back and shoot (not conventionally at least).  Try and avoid this at all costs.  Your Raider, however, has the Fly rule and can Fall Back and shoot.  This is why if they don't kill the Raider, they won't stop it from firing on them.  The same applies to our Ravagers as well.

Now you're in range, now you're not.

Next picture is just more salt to injury.  Let's pretend those WG don't auto-hit the Razorwing and therefore will murder him.  Instead, let's treat them like TH/SS Terminators or something.  They see a juicy target, or rather, multiple juicy targets to charge.  Hmm, that Raider is 9" away, and those Warriors are a little under 12 so it's not impossible.  Oh boy, here comes a flyer 1" away.  Yup, I just increased the charge distance of those Terminators to barely possible on the Raider and not possible at all on the Warriors.  It gets even sadder because if you declare the charge because you're not careful and account for the distance traveled, I can still Overwatch even if you fail.  This is the advantage of the Airborne special rule that flyers have.  Unless that unit has Fly, you should do this and make your opponent really upset.

MSU is wonderful when used correctly.

OK, this little picture shows you the value of having multiple units in a Raider.  The above there is 2 units of 5 Warriors (2x5 config) with Blasters in a single Raider.  Everything is in Rapid Fire range and the Blasters are slightly in the back (like they should be).  Red and blue symbolizes the first movement action I take, then the second, and yellow presents where the Raider goes everyone disembarks so I can scoop up blue squad next round if they're still around.  Always have an exit strategy and a follow-up plan.  Too many times I see players just do what's in the moment and not plan ahead.  This is not how Dark Eldar plays because misplays or stupidity can literally end the game for us.  You have to be methodical, cunning and smart with how you play the game.  Now that my plan is laid out, I lay into my targets with firepower.

MSU is an abbreviation for Multiple Small Units.  This has been around forever and I've played way too many years of DE, High Elves, Dark Elves and other MSU-based armies to understand the value of it.  For Dark Eldar, this has some great uses because it allows you to do shit like the above picture.

Here are some of the other benefits of having 2x5:
  • Can split up squad as and when needed
  • Same number of Blasters as 10-man units
  • Can double up on PGLs or other sergeant weapons
  • Less vulnerable to Ld
  • Can build Brigades fast, but you also fill slots quick

The biggest boon is your ability to split up:  Your opponent has to shoot one squad to death instead of 2 so he can oversaturate fire and potentially waste shots.  This is mainly because when you declare targets, you have to declare where all your shots are going and from which guns before you roll dice.  This means if you really want a squad dead, you have to commit.  Not that it takes a lot to kill off DE infantry units in the open, but being frugal on shots or some lucky 6+++ saves means that a sole Blaster dealing S8 AP-4 D6 damage is going to go around shooting you in the dick.

Likewise, if you spread wide enough, he now has 2 targets to charge instead of 1.  Look at the distance between the two units above.  He's definitely going to commit to one side if he wants a good chance, and even if he charges one squad, that's still another Blaster that's free to shoot and not in Fall Back mode.

It all comes together to make your opponents' life miserable.

We're almost done guys, hang in there.  Look at this example above:  I placed the Archon within buff range of both units while placing two Raiders there to form the Great Wall of bad decisions.  They obviously cannot go around to assault my dudes because that's an impossible charge.  They can't fire on the Archon because there are multiple units in front of him.  The only logical target there is the Raiders, and if they charge into them, Raiders are wide enough (almost 3") to stop any follow-up Consolidation prize in the Warriors in the front.  The only thing they can do is Consolidate into the other Raider, in which case I'll Fly away and shoot him with my entire army next turn.

Now imagine I had about 4 more squads of Warriors in the back there by my Archons ready to go too.  That is a lot of units now ready to follow-up, amplified damage via the Archon's bubble, and ready to lay waste to the units who over-extended and are now in Rapid Fire range of a lot more guns.  This is an instance where charging the enemy is actually bait because it draws them in closer to the kill.  What looks like suicidal Raiders at first are now very worth it because you might have traded an 85-point Raider that is now fodder, with 225 points of key damage dealers.  That is a huge points swing in your favor.

Great, now you're playing like Dark Eldar, or in fact, any Eldar:  There is a reason why you think you're superior to all your enemies and have this outrageous arrogance around you.  You want to force as many decisions for your opponent as possible because the more decision trees you construct, the more paths there are to failure.  Shore this up with baits, feints, LoS, cover, outranging, and movement shenanigans, and you're one step closer to becoming a better Eldar player.

Be mindful of your opponents' most potent weapons and their range.

We're going to take a brief moment here and explore what it means to charge the right way and charge the wrong way.  This is because we have to be constantly reminded me of our opponents' weapon ranges and what that means for our more fragile units.

What I'm going to attempt to do here is to charge my Raider first so I can tie up those units so my lightly armored Wyches can get in there unhindered and do their thing without having to worry about Overwatch.  This is very important for all Dark Eldar players unless you're playing Coven; in which case you probably don't give a fuck because T6 4++ FNP 4W Grots are balanced units.

For example, the Wraithguard up there all have 8" D-Scythes.  They will eat me alive if I charge in there while I'm in range of all their weapons.  Likewise, picture a unit of 10-man Space Marines with Meltaguns in there as well.  This is where your knowledge of weapon ranges come into play.  You know the range of the Meltagun (12", 6" melta range) and you know where the meltas are located.  Great, now don't be within their melta range and position your Raider so that you outrange his greatest chance to hurt you.  Bolters aren't shit compared to a lucky melta shot.

This is how you do it.

Vroom, 14" of movement later, now we're talking:  Look at the position of the Raider here after I relocated.  Now, only ONE of the FIVE Wraithguard with D-Scythes have range onto my Raider.  If I'm feeling extra cheeky, I can be at 8.1" away from him so he can't OW me at all (if you're out of range, you can't declare OW).  But then again, my charge will be a little longer, so there's a risk vs. reward scenario there.  However, I want to mention that my Wyches are positioned the same way, concaved a little because now only 2 of the WG can hit the closest Wyches vs. everyone else who was conveniently placed 8.1" away.  I will pull from the back, of course, allowing my closer Wyches to get the charge and bring the rest of the girls in.  If I'm running a 2x5 squad of Wyches, the principle here still stands.  To min-max, you move the Wyches in a checkerboard formation so both squads have the same chances to get in.  Remember again; measure twice, move once.  That is the Dark Eldar way.

Alright guys, this should be good for now.  Of course, there are a bunch more tricks that I know, but I think these are the main ones that'll help get you stated.  Keep in mind that I'll be more sporadic in the next week when it comes to posting!

Everyday Shooter? Yesterday's Shooter

I've been following Everyday Shooter (ES) by Jonathan Mak since I first saw it when the 1up show stumbled across the pair at GDC. Jonathan Mak is a success story. He followed his dreams, made a game by himself, and his efforts landed his game into, potentially, millions of living rooms around the world. Everyday Shooter is a project that's very individual and personal to its creator. This connection instantly becomes clear after playing the game and reading/listening to the way Mak communicates:

"Everyday Shooter is an album of games exploring the expressive power of abstract shooters. Dissolute sounds of destruction are replaced with guitar riffs harmonizing over an all-guitar soundtrack, while modulating shapes celebrate the flowing beauty of geometry. " ~ Mak

So I downloaded the game, died a few times, yelled some, and eventually beat it. Once you have the skills, the game is a short experience akin to sight seeing through the back alleys of a somewhat unknown and equally indie music album. Everyday Shooter is not a game for zoning out, though. Sit up and fight vector enemies with vector bullets. This isn't a passive experience. React to the game and it will react back. Pay attention to the forms, figure out the unique chaining system per level, and abstract meaning from the somewhat abstract images on your own time.



This is Everyday Shooter.

Jonathan Mak is a one man band, but everyone has their limitations. Even here at B.E.S, we work hard to challenge each other to keep ourselves on our toes. The following Review & Repair on Everyday Shooter is not aimed against Mak, and it's not focused on what he should have done. Rather, the following is a repair that is make after looking back at the accomplishment that is Everyday Shooter and apply our current understanding of game design to imagine a cleaner, more focused, more engaging game radiating from its core design and original vision. Hindsight is 20/20. Looking back is the best way to proceed forward. Thus, I aptly coin the repaired version of Everyday Shooter...

Yesterday's Shooter



CONTROLS

It was obvious from first playing Everyday Shooter that the control scheme had been originally designed for the PC, or at least not with the PS3 controller in mind. Movement is controlled with the left stick with no problems with the correlation between the on screen action and the controller feel. However, the aiming/shooting isn't designed to take advantage of the analog controls of the PS3's right stick at all. Instead, the player can shoot in four directions using the four "shapely" Playstation buttons. After moving between two aiming buttons, the stream of bullets sort of lazily adjusts to the change in direction.

These mechanics automatically shape the gameplay in a number of ways. Aiming, which includes shooting and positioning of the player, becomes some what quantified. It's easiest to hit targets that are exactly up, down, left, and right of the player. It's less easy to hit targets diagonally due to the slow auto-adjusting feature in the aiming mechanic. Accurately hitting targets in between these any of these 8 directions is very difficulty and becomes more so the farther away the target is.

To correct for the aiming disability, I often positioned the player avatar at a cardinal direction to my target. In this way, the aiming system deconstructs the analog player movement abilities and the level design. Everyday Shooter's levels are designed with enemies that come in all shapes and sizes, floating around and maneuvering in fluid curves and trajectories. The player's smooth analog movement and precise hit box adds to this sort of fluid mosaic model. Controlling what is practically a dot on the screen, players are free to move about the liquid level design, switching places and dodging in between tiny cracks in the momentary layouts. Unfortunately, because the aiming system tends to lock the player into shooting in the 4 comfort cardinal zones, the fluid design and how it influences fluid character movement is partially wedged into a ridged, grid like execution. To shoot effectively, I often have to "snap" into a grid like world where my targets were always on some vertical/horizontal orientation to my player avatar.

This issue is easy to solve. Geometry Wars and Super Stardust HD are both twin stick shooters that are good examples of smooth, intuitive aiming controls. Assuming Yesterday's Shooter would release on the PSN, upgrading the aiming controls to take advantage of the PS3 dual analog sticks would be the easiest repair.


CORE DESIGN


The mechanics of Everyday Shooter are as follows...

1. SHOOT (primary)
2. MOVE (secondary)
3. CHAIN (tertiary)

SHOOT

Because the primary mechanic of Everyday Shooter is SHOOT, there are a few potential design pit falls that must be addressed: interplay/gunplay and static space. What's most interesting about these two issues is, they're somewhat correlated. More on that later.

In Everyday Shooter, the vast majority of elements in a given level is can be shot and subsequently destroyed. The player has infinite ammunition, which makes taking down even a large target as simple as aiming and holding the fire button. Geometry Wars has a similar set up. But where Geometry Wars floods the screen with weak enemies that hunt the player, Everyday Shooter's levels have fewer enemies with health bars making them able to sustain multiple hits. In Everyday Shooter, most enemies don't take stun or knock back from being shot, and they carry on in their normal fashion until they're destroyed. Because of these design features, Everyday Shooter generates some static space when destroying a single target. As the player keeps SHOOTing, the enemy keeps doing what it does oblivious of its imminent death. The fact that much of the game state remains unchanged while an enemy's health is being drained creates the static space. Because the player can die from a single hit, the enemy at 100% health is just as deadly as when it's at 1% health. In this way, a lot of the flow of the game is stagnated by these small periods of static space. Until the enemy is completely destroyed, the work the player puts into the game doesn't change the game.

Gunplay, interplay with projectiles, is difficult to create due to the nature of projectiles. It doesn't help that Everyday Shooter only has two independent (primary and secondary combined) mechanics to work with. Because the player dies in one hit, you're either alive or dead. Enemy attacks are either hit or miss. And it's a similar design situation with the SHOOT mechanic; ie. player shots will either hit or miss. Because the enemies generally don't take stun or get knocked around by the player's attacks, on the basic level Everyday Shooter doesn't feature a lot of gunplay. The majority of the basic interaction of the gameplay consists of simple move and shoot maneuvers: ie, move out of the way of danger/into position and shoot until target is destroyed.


MOVE

The MOVE mechanic is straight forward. The only issue I have with this mechanic is that the player's movement speed slows down when firing. I can see how Mak wanted to give the core mechanics a bit of variety and strategy when players balance maneuverability (defense) and firepower (offense). But, I think the reason this feature falls short of its goal is because neither the SHOOT or MOVE mechanic are interesting/engaging enough individually before. In other words, the only thing to do when moving is move out of the way of danger and position oneself for attack. Likewise, the only thing to do shooting wise is to shoot in the direction of the target. When shooting reduces the player's movement speed, the strategies remain the same yet they're, at times, slower to execute, which can bore or frustrate the player.


CHAIN

Here is where things get interesting. Each level in Everyday Shooter features a different chaining system. Using the system, players can destroy enemies significantly more effectively than by simply using the basic approach of "destroy the enemies one at a time." What's most interesting about Everyday Shooter's chaining system is that it exists in tertiary mechanics. In other words, instead of chaining being the result of mechanics/elements the player directly controls (not getting hit [Ninja Gaiden/DMC] , killing all enemies, destroying multiple targets with one shot [Star Fox 64/Rez], destroying X numbers of a single kind of enemy in a row [Space Invader Extreme, Ikaruga], hitting multiple enemies without touching the ground [2D Mario platformers, Donkey Kong Jungle Beat]) the elements that activate chains in Everyday Shooter are enemy/level elements. Because enemies are randomly arranged/spawned into each level, players have to look sharp and work improvisationally.

Unfortunately, all the chaining systems except the first few levels, are shrouded in abstract mysteries. It's nice to have to figure things out for yourself especially in a game this short, but the only way that's possible while being efficient is if the game's forms and mechanics instruct the player. If I can't tell what the chaining system is for a level by how it looks and plays, then it's practically a secret requiring a lot of trial and error to figure out. Ultimately, Everyday Shooter is not a puzzle game where figuring out the level is the main focus of the gameplay. I find playing Everyday Shooter far more interesting than guessing and checking my theories on the chaining systems. At least the game lets players select individual unlocked levels so they can experiment without worrying about losing everything.



MECHANICS REPAIR

SHOOTing should not slow down MOVEing. There are better ways to create an interesting interrelationship between player mechanics. Besides fixing the reduced moving speed when shooting, there is one mechanic that, when added to the existing set of mechanics, would create a well-rounded core deisgn. That mechanic is CHARGE.

As I've explained in this article, the CHARGE mechanic can reduce the spam and static space in a shooter especially one with infinite ammo. Just like in MegaManX, the charge attack in Yesterday's Shooter should be larger than the standard shots, travel faster, do more damage, and give enemies more stun and/or knock back.

Additionally, charging an attack should gradually slow down the player as the charge builds in strength. In this way, there is a strategic balance within the trade off of maneuverability and power that comes from a well-rounded set of core mechanics. With the fixed aiming controls, moving quickly and accurately shooting rapid shots strategically contrasts the reduced movement speed and added strength/ability that come with the CHARGE shot.

However, these changes aren't enough to individualize each core mechanic. To individualize the MOVE mechanic, there should be some level elements or parts of enemy elements that don't hurt the player when touched. By moving against these elements, the player would be able to add an additional functional layer to the MOVE mechanic: PUSH. By PUSHing enemies/level elements, the player can interact with the game world in a new, engaging, and non lethal way, which will accentuate the specific function of the SHOOT and CHARGE mechanics. In other words, when everything in the game isn't trying to kill the player and won't kill the player when touched, the world becomes more fully defined through the contrasting functions of its elements.

To put a cap on these core mechanics, a few limiting factors should be added. To MOVE/PUSH level elements, players simply move the character against a moveable element. However, this works best when not SHOOTing and especially when not CHARGEing. Think of this feature as if the player has a limited amount of energy to invest in any one mechanic. Also, when a charged shot is released, the player should recoil back in the opposite direction of the blast. This recoil feature should also function like a powerful short ranged PUSH. With these nuances to the core mechanics, the mechanics effectively feed into one another, individualizing and supporting each others' functions.

VISUALS


Using vector graphics naturally creates a very stylized, clean look. However, shortly after the start of each level, Everyday Shooter becomes very cluttered. One of the challenges Mak faced when converting ES to run on the PS3 was adjusting each level from a standard aspect ratio to widescreen. I don't know if Mak adjusted the number of enemies on the screen to help fill up the additional space, but there is certainly too much going on in the game.

The player is functionally a dot in the middle of a widescreen ocean. There is only so much the player can interact with at one time even with an unlimited long range SHOOT mechanic at his/her disposal. There is definitely a sense of hopelessness that comes from watching the game float away and pass you by. At times there's more "game" listlessly floating past the player than what's being played. This feeling only increases as the player struggles to interact/fight using the primary mechanic because player movement slows down when shooting.

Another layer of clutter comes from points that drop from destroyed enemies. The IGN review of Everyday Shooter by Ryan Clements puts it well.

More problematic, instead, is the aforementioned point gathering, which is extremely flawed. The little pixel points (which look very much like your ship), disappear after a very short time. Since you don't move very quickly, you'll oftentimes create a huge chain explosion, only to find that the field of beautiful and delicious pixilated goodness cannot be consumed quickly enough, fading away into oblivion. Poor pixels. This wouldn't have been too concerning had the points been easy to collect, but they're unfortunately not. Actually flying over all the points is far less effective than it should be, since zipping through a huge clump of them will often yield only a few actual pick-ups (despite the fact that your ship can pull at the points as you go). Again, this problem certainly doesn't ruin the gameplay - not at all - but it can be a noticeable frustration.
It's clear that the points in Everyday Shooter don't follow the Super Mario Brothers Coin design. It can be very frustrating after chaining the destruction of many enemies revealing a Milky Way of points as a reward to have those points quickly disappear as if they were only placed in the game to taunt you. Somewhere in the balance between displaying lots of points, the small field of attraction they have to the player, the player's slow movement speed that reduces when firing, yields results with more visual noise than positive reinforcement.

The last example of visual clutter comes from the death animations, explosion effects, and the lively background. Some enemies when destroyed burst in a large flashy explosion. The game is crowded enough without these visual outbursts, which can easily distract the eye. When the player is just a small colored square in this ocean of vector visuals, it can be far too easy to lose track of where you are on the screen. Because the screen stays fixed and zoomed out, the player can't simply trust that the camera will always position them in the center of the screen. Normally in games like Everyday Shooter, players use their infinite bullets as a beacon to locate their position. Unfortunately, when situations get tight in ES, shooting such a beacon will slow down player movement, which can lead into a quick death.


VISUAL REPAIR


If the enemies are redesigned and tweaked so that they are designed to fully interact with the player's new set of mechanics, then an individual enemy will carry far more weight and attention than before. The new mechanics open up Everyday Shooter to design enemies with a lot of interplay and dynamic interactions including interruptions, stun, and knock back. In essence, this design move is like turning a Geometry Wars enemy (a straight forward, dispensable, one trick pony), into a Goomba or even a ParaTroopa. When each enemy is more interactive and significant, there won't be the need to put so many of them on the screen at once. This move would instantly reduce the level of visual clutter in the game.

The simple solutions for fixing points are obvious. Make them last on the field longer and/or make them attract to the player better. However, there are more interesting ways to modify the point design that can at the same time encourage the player to play more in the spirit of the game and even take some risks using organic difficulty methods. After all, the point system in ES is functionally similar to coins in Super Mario Brothers. In both games, collecting enough coins affords an 1up/extra life for the player.

The entire screen is available for the player to shoot bullets into. Such is the nature of projectiles/guns. Clever games create situations and strategies that encourage varying styles of combat at long, mid, and close range. In Halo, each weapon has a range of effectiveness creating dynamic layered strategies. Along with the ranged gun weapons, thrown grenades increase in hang time the farther the target is from the player, and melee attacks (including the 1-hit KO assassinations) can only be done at close range. So, to solve the point problem in Everyday Shooter, new features can be added to encourage and reward the player for close range combat for example. The points can have a really strong attraction to the player if the enemy is destroyed at close range.This design will encourage players to strategize the timing of their attacks while playing at different ranges. Also, holding the charge could increase the range that points attract to the player. Such a feature would be balanced by the reduced movement of a charging player.

Finally, the look of the enemies, death animations, and backgrounds can be designed to achieve an exact functional purpose in addition to being visually entertaining. If form fits function is the door to better design, even when the visuals are vector shapes, then color coding is the key. With the repaired Everyday Shooter core design, there is more specific information to be communicated to the player. By color coding the various game elements "safe to touch" elements, PUSH-able, and elements that react uniquely to CHARGE shots can all become clear. Mak already started the idea by color coding the points to be the same color as the player avatar. Such a little touch goes a long way when the player is on the run and has to make a split second decision on how to maneuver. By further developing this idea, the clarity can only go up while the frustration and reckless experimentation goes down. Even the background can help communicate information like the player's position.


As we know, form fits function is a Classic game design tenet that structures the game while empowering the player. But it doesn't stop there. There's a personal element to Everyday Shooter that is important to Jonathan Mak, and Yesterday's Shooter, wouldn't quite be a repair of Everyday Shooter without addressing this area. The "video games as a storytelling medium" topic is weather and much worn by now. However, to take a simpler look at the situation, it's impossible to have action and real world forms without creating some sort of message. If I litter a game world with rubber swords that can't even injure a mouse, yet players can kill their enemies by typing in mean spirited words, the message is obvious: words are the real weapons that we all wield. Playing this game of "deadly words" would create a story out of function.

Jonathan Mak drew his inspiration for the themes, forms, and chaining systems in Everyday Shooter from many different sources. Porco in the Sky is a level inspired by the Studio Ghibli film Porco Rosso. By adding interesting interactions, interplay, and cleaning up the forms and functions in Everyday Shooter some of the ideas that sit at the core of Mak's inspiration can be communicated more clearly. The level with the centipedes already has me thinking about the intricate ecosystems in nature and how man can disrupt it all, even when man is as small as a dot. In other words, there's huge untapped potential for visual and functional/mechanical story telling.


MUSIC

The sound design is a big part of Everyday Shooter. The sound scape is designed in part to be reactive instead of directly activated by the player's actions. The best example of this design is with the SHOOT mechanic. Unlike other games, in Everyday Shooter no sound effects are played for SHOOTing. Instead, a variety musical notes/sounds/riffs are played when shots hit enemy targets and when they are destroyed. In a way, this design feature, by taking away the direct results of the player's action, positions the focus of the game's interaction externally (outside the player). It's not about what the player can do to the world, but how the world responds. In this case, it's musically.This basic inversion of the traditional sound design sets the stage for the direction that Yesterday's Shooter continues to develop.

When there isn't too much activity on screen in Everyday Shooter and the player isn't creating a cacophony of chained sound effects, the blend of layered sounds is quite nice. Many have described ES as a game where players can relax and gel with the music. Some have even gone as far as to say that playing through a level is like improving a private jam session in the style of each stage. As musically pleasing the sound scape in Everyday Shooter is, it doesn't do anything to affect the gameplay. It only colors the player's experience.

In Yesterday's Shooter, the sound and music would be designed with an additional layer that feeds back into the gameplay. Two good examples are spatial tuning and riff releases. I'll explain.

Spatial tuning is a mechanic that exists within the interaction with a single, specific enemy. When a shot hits this enemy, a specific musical note is played. By adjusting the player proximity relative to this enemy, the note value will go up or down in a scale. To destroy the enemy, players would have to find the distance that creates a tone of note that matches the background music or harmonizes with a musical riff that's currently being played. In this way, the player sets off the music, and the music in turn influences the player's actions. Also, such a mechanic dynamically redefines the space around the enemy while expanding the possibilities for interplay and unique interactions.

Riff releases are attack bonuses for CHARGE attacks when the player releases a CHARGE shot to the timing of specific riffs or musical cues. Reacting to the music in this way allows the player to chain attacks in a way that isn't tied to the spatial, mechanic rules of the game world. Mechanics like these are reminiscent of Electroplankton and other music-rhythm games.


MULTIPLAYER

Another way to address the cluttered enemy issue is to add more players. With more players, the enemies can be divided and conquered. Additionally, with the new interplay and musical chaining systems players will have more ways to support and back each other up.



In closing, Everyday Shooter is one of my favorite games on the PS3. I'd play it any day, or should I say everyday, over games like GTA4 and MGS4. It has charm, style, personality, and a lot of room to grow. The changes suggested in this repair are exactly the kinds of things I expect from a good sequel. Moving forward with our thinking and the way we design our games is key. The only way this is possible is by looking back on our past with a critical-eye.

In the end, tomorrow is just as dependent on yesterday as everyday.

Press Release: Cartographers: A Roll Player Tale Available For Pre-Order On Thunderworks Games Web Site - With Free Mini Expansion!

Support me on Patreon!

Pre-Order Open for Cartographers

Special 8-Card, Skills Mini Expansion Included!

Set in our ever expanding Roll Player universe, Cartographers is a stand alone game in which players compete to earn the highest reputation at the end of four seasons. Each season, players draw on their map sheet and score against unique conditions. The player with the most reputation wins the game!

Design: Jordy Adan
Illustration: Lucas Ribeiro
Graphic Design: Luis Francisco
Developer: Keith Matejka & John Brieger
Pre-Order Cartographers

We're Including the Skills Mini Expansion FOR FREE!

The Skills Mini Expansion adds a new dimension to your map making, and we're including it when you pre-order the game directly through Thunderworks Games.

Did we mention we'll include the mini expansion FOR FREE?

(Note that this mini expansion will eventually be sold separately in the BGG store.)

Where Will You Receive Your Game?


Mailed to Your Home
We will ship your game to the address you provide via USPS as soon as we have it in stock.

Gen Con Pickup
Save on shipping and pick up Cartographers at the Thunderworks Games Booth at Gen Con 2019 in Indianapolis, Indiana.

Captivating Illustrations by Lucas Ribeiro

Featuring beautiful artwork and quality components, Cartographers has all the elements you've come to expect from Thunderworks Games. LEARN MORE

The Story Behind Cartographers: A Roll Player Tale

Queen Galinox has ordered the reclamation of the northern lands, a contested region between the Queen's territory and the Dragul. As a cartographer in her service, you are sent to map this territory, claiming it for the Kingdom of Nalos. Galinox's edicts announce which lands she prizes most. Increase your reputation as a royal cartographer by documenting regions that most closely align with her preferences.

But you are not alone in this wilderness. The Dragul contest your claims with their outposts, and so you must draw your lines carefully to reduce their influence.

Reclaim the greatest share of the Queen's desired land and you will be declared the greatest cartographer in Nalos.
If you would like to learn more about Cartographers: A Roll Player Tale, visit our Thunderworks Games page dedicated to the game!



Did you like this press release?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.



Decisive Battle 5V5 (决战!平安京) Onmyoji Arena











Game Description:

"Decisive Battle! Ping An Jing is a top-ranking "Yin and Yang Division" IP fair play MOBA hand-rolled by NetEase. This feature is:
——Great Yinyang Teacher
As the first MOBA mobile game created by NetEase games, "decisive battle! Pingjing has inherited Netease's heavy IP, "Onmyoji," and the game brings a brand new MOBA experience based on the original rich character architecture. The players will control the popular gods such as the Big Tengu, the Chiba Boys, and the Twilight Birds. They will cast cool and gorgeous skills and enjoy the new combat pleasure unique to MOBA's mobile games.

- Aestheticism and style
"decisive battle! Ping An Jing continues the delicate aesthetic style of the "Yin and Yang Division," and blends perfectly with the Ping Jing period, making people feel as if they are in the beautiful and mysterious world of monsters. At the same time, the game invited the top seiyuu of China and Japan to dub the game, and the Japanese dubbing used the original luxury seiyuu line of "Onmyoji" to bring players more original game experience.

——Fancy style enriches skill combinations
"decisive battle! "Ping Jing" uses 4 types of God skills + 2 universal spells to bring more skill combinations and tactical changes; unique and interesting set of skills to bring greater operational space; innovative map settings and fog system, then It will make the battle more strategic, allowing players to fully experience the new charm of MOBA mobile games.

- Fair Play Pure MOBA Fun
"decisive battle! "Peaceful Beijing" bids farewell to the Rune system and replaces it with any "Yin and Yang technique" that any player can collaborate with. Players can use their own tactical strategies to freely collaborate with "yin and yang techniques" to make the game more varied. Moreover, there is no payment system that affects the battle value in the game, so that a true green fair play can be achieved!

In addition,
The music of the game is produced by the famous Japanese musician Mr. Mei Linmao.
The top seiyuu from China and Japan were invited to play the game. The Japanese voice dubbed the original seiyuu elite seiyuu lineup.
A list of Chinese voice actors (in no particular order):
Ajie Baixue Baomu Zhongyang
Bian Jiang Chen Jiaheng Cheng Yuzhu
Vinegar and vinegar
Ghost month Haifan Hong Haitian
Huang Wei Ji Guanlin Li Shimeng
Li Shirong Li Xiangsheng Lin Kailing
Lin Lan Liu Beichen Liu Jie
Liu Xiaoying Qiao Shiyu
Shan Xin Shen Dawei Shen Lei
Four-knife shines
Tu Tehameng Wang Yi Wu Lei
Xia Lei Xia Yike Crescent Moon Ice
Xu Jiaqi Yu Mengmeng Yang Menglu
Yang Ou Yang Tianxiang
Zhang Kai Zhang Yue
Zhang Hao Zhang Zhen Zhao Ling
Zhao Ming Zhao Yi Suzaku Orange

A list of Japanese voice actors (in no particular order):
Sakaguchi Hiroshi, Hiroshi Shizuchi, Saburo Takashi
Toyosaki Aishi Fukuyama Jun Guan Junyan
Xingcheng Taoji Hexi Kenwu Haruka Tomatsu
Yoshino Hiroyuki Yukio Hiroyuki Inoue Kazuhiko
Inoue Mauriai Izawa Shiori Tachibana Shinnosuke
Suzumura Kenichi Midorikawa Uchida
Noto Mamiko Hirakawa Daisuke Maeno Maeda
Kuwashima Shiko Sugiyama Nobuyoshi Sugita Tomohisa
Ishikawa Prefectural Ishida Akira Mizuki Nana
Matsuda Kenichiro Yuki Yu Kobayashi Yu
Kosuke Sumiyoshi Shinto Kotobuki Ito Shizuka
From Kenai Shimazaki Nobunaga Nakai and Kazuya
Taketa Choi Naiyoshi Suwa Chosawa Sato Satomi
Shimazaki Nobunaga Kugimiya Rie
---and more---
Elixir LoveLing leads hundreds of eSports God recommended!

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Official YouTube Channel:
* Game: https://www.youtube.com/CamboGames
* Music: https://www.youtube.com/CamboREMIX9
Official FaceBook Page:
* Game: https://www.facebook.com/CamboGames/
* Music: https://www.facebook.com/CamboREMIX9/
Official Facebook Publish Group: https://www.facebook.com/groups/CamboGames/
Official Twitter: https://twitter.com/CamboGamesKH
Official Web-Blog:https://cambo-games.blogspot.com/


Check out the best video gameplay below:



Click Button Below To Download Game:


*Note: Wait 5 seconds and click 'Skip Ads'. Big Thanks!




Download for English Version:




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