Saturday, April 29, 2017

Digestion Game End of April Update

hey all,

Here is a short update video of my digestion game. I've got some much prettier background art in the game now, and am in the process of updating several main mechanics.

I hope to have music which will be composed by one of my friends, who is an amateur composer, in the game soon.



Saturday, April 22, 2017

State Of Decay Analysis

State of Decay Analysis

State of Decay Analysis

David Hunter

April 22, 2017

1 Overview

State of Decay is an open world zombie survival game with strong elements of RPGs, strategy, TPS, stealth, and even action-adventure. It was developed by Undead Labs and published by Microsoft Studios on June 5, 2013.

2 Formal Elements

2.1 Players

State of Decay places the player in the shoes of a survivor of the zombie apocalypse. It is a strictly single-player experience. There is no customization of the the facial or body attributes: each person has a set appearance and clothing. Even a character’s backstory and personality cannot be changed.
The player initially can control only one survivor, but as they make contact with other survivors, and earn their trust, the player will earn the ability to switch to those new survivors and control them. This is handled in typical TPS fashion, with a camera placed behind one shoulder of the controlled character. The player may run, jump, search buildings, use items, fire guns, talk with other characters, throw objects, use melee weapons, and drive vehicles using the main interface.
Using a notebook, the player may switch to another character, or perform tasks related to the RPG and strategy game elements, such as managing character inventory, checking skill levels, or managing the base and outposts.
Gameplay continues even after the player’s ”main” survivor dies. A new randomly generated survivor will be spawned in, and the player can choose to quit or to continue to play with the new survivor.

2.2 Objectives

The primary objective is of course to survive. Accomplishing this is a monumental task, and involves managing your health, stamina, ammo, weapon condition, other survivors, base layout, and many other variables.

2.3 Rules

Compared to similarly themed games, State of Decay features a complex set of rules. Left 4 Dead or Dying Light, as exemplars of the ”zombie apocalypse” genre, are relatively simple in the considerations a player must bring to the game.
2.3.1 Health and Stamina
Stamina determines how much the player can run, jump, climb and use melee weapons. Like in the Souls series, if stamina reaches zero the player will enter a tired state and become unable to perform those actions until stamina has recharged. To speed this recharge, the player may eat some food. The player must also manage health. If this reaches zero, the player will have a brief ”second wind” period in which the player must mash a button repeatedly to get half health back. If the player continues to lose health and it goes back to zero, that character is permanently killed in that playthrough. The player may recharge health by using painkillers, but it only recharges if the character rests at one’s base.
Both these stats are affected by extremes. If the character repeatedly takes lots of damage, it will become injured, a status which lowers the maximum health until the player can rest or get it healed at a medical station in one’s base. On the other hand, spending too much time with one character exploring will cause the character to become fatigued, which lowers their maximum stamina. This can only be reset by resting at one’s base.
It is quite easy to lose health and stamina during play, as zombies tend to attack in groups and each one requires several melee hits to kill.
2.3.2 Trust, Influence, Fame, Attitude and Morale
One of the unique rule sets has to do with morale, influence, Fame, attitude and trust. If you want to recruit new survivors into your base, you need to earn their trust. This could be accomplished by giving them needed supplies, rescuing them, leading them to a safe location, or several other methods. The game’s reactivity to player actions in this regard is amazing. If you drive a car too fast or too close to a survivor, for example, they lose trust in you. Causing them damage (accidentally or not) during combat will have the same affect. Survivor skills and traits also come into play, as having a high leadership skill will make it easier to earn their trust.
Each survivor has a certain amount of influence to spend each day. This is set to half the player’s fame, but the player can increase it or decrease it by taking actions. For example, if you have a tough mission coming up and you want backup, you can ask one of your fellow survivors to follow you. Of course if their trust for you is too low, they will refuse, but if they accept you use up 100 influence. Building facilities, making requests on the radio, or removing items from the supply locker all consume the survivor’s influence by varying amounts, while completing missions, clearing infestations, and bringing home supplies all increase influence.
As the survivors complete missions, level up, and build recommended facilities at their base the player can gain fame. This has the effect of increasing starting influence as the game progresses.
Morale and attitude represent how positive the community and the individual survivors are. Too many infestations, recent death of a survivor, arguments at the base, or the negative attitude of a survivor might reduce morale, while completing missions, bringing supplies home, people recovering from an illness or injury might increase it. Improving morale reduce the chances of accidents and illness, increases trust between members, and reduces chances of members leaving the group. Attitude is affected by some of the same events as morale is, but only directly affects the individual. Certain attitudes may cause the survivor to commit suicide, or trigger missions to talk to them and kill zombies together. The purpose is not so much to kill lots of zombies, but to manage the survivor’s anger or fear, as the case may be. This adds an interesting psychological dimension to the more mundane considerations of ammo and food and medicine.
2.3.3 Gear
The player characters may carry items with them when the go out exploring. The number of items is determined by the weight of the items, the skills of the survivor, and the size of the backpack. Larger backpacks can carry more items, and survivors with the Powerhouse skill can carry heavier items.
When the player returns to their home base and puts their extra items in the home base’s supply locker, they will receive influence commensurate with the item: common items give smaller amounts of influence, while rarer items give more.
2.3.4 Stats and Leveling
All your survivors gain XP in different categories: Cardio, Fighting, Shooting, and Wits. Cardio increases stamina, fighting increasing health, shooting increases your accuracy, and wits decreases your search time. All these skills are increased as in The Elder Scrolls series: actually fighting increases your Fighting skill, searching increases Wits, shooting a zombie increasing Shooting skill, and running increases Cardio. The maximum level for each is 7, which when reached allows the player to select a special ability and a specialization. Only one of each may be selected, even if the player has multiple skills at level 7.
2.3.5 Crafting and Settlements
The player will spend a large amount of time managing their home base. The home base is a safe haven in the zombie wasteland. It can, however, come under attack if zombie hordes come near it, and the player might lose it and the survivors and supplies stored their. Each home base has a limited number of construction slots, and each facility takes materials and influence to build. The facilities may be upgraded to allow more functions or improved bonuses. As an example, kitchens reduce the probability that your survivors will get food poisoning, but you can also task them with making snacks or throwing a banquet, which will let you recharge your stamina and improve morale, respectively.
When not running missions, the survivors will be at the home base. Due to personality conflicts, arguments might occur which require the player to kick the trouble-maker out or perform missions to soothe the other survivor’s emotions.
Each home base has a limited number of outpost slots. Outposts may be established in any building on the map, and will provide the player with safe zones and with a daily amount of resources, if the chosen building has one.

2.4 Procedures

  1. Complete Quest: The main game mode has a story line revolving around several main characters. The player is issued with several quests which involve finding items, making contact with groups of survivors, protecting NPCs, and several other common quest goals. During the other game modes, there are a set number of repeatable scripted quests around a similar set of quests.
  2. Scavenge Item or Resource: Food, ammo, weapons, construction material, medicine, and gas are all critical to survival in State of Decay. Fortunately, acquiring these essentials merely requires the player to wage through hordes of zombies and searching in dilapidated buildings until you can track down these scarce resources.
  3. Clear Infestation: Infestations are buildings which have large numbers of zombies in them. Usually, they the result of several to a dozen zombies being attracted to a screamer zombie. Clearing these will increase the player’s influence, but doing so is quite dangerous.
  4. Kill Horde: Hordes are variously sized groups of zombies that wander around the map. If the approach the player’s base, they will attack it, which could wipe out all the other survivors.
  5. Survey Area: Like in many other games, there are high points that a player may climb up to in order to find out about relevant locations and enemies near by.
  6. Manage Inventory: The player has an inventory limited by the type of backpack equipped.
  7. Manage Health Status: Health and Stamina both require constant monitoring and care, as zombies lurk everywhere.
  8. Manage Home Base and Outposts: Making sure that morale is high, supplies are sufficient, and that survivors are safe takes concentration and planning.

2.5 Resources

2.5.1 Tangible Resources
  1. Ammo: Ammunition is necessary for all firearms to function, and it must match the caliber of the gun to work.
  2. Food: Food is necessary for recharging stamina quickly, essential in a fight against numerous zombies.
  3. Medicine: Medicine can help cure diseases and increase health, allowing players and survivors to stay alive longer.
  4. Supplies: Supplies comes in several flavors: food, medicine, gas, ammo, and construction materials. These are used for different purposes, and are needed in different amounts depending on the facilities and survivors a home base has. Although named similarly to other items, these are differentiated by coming in large containers.
  5. Survivors: Like in real life, other people come with pros and cons. Some have great personalities and useful skills, others have neither, and still others have useful skills but are assholes.
  6. Vehicles: Vehicles allow for quicker travel around the map, in addition to having expanded storage for items and supplies and other survivors. However, they
  7. Weapons: Weapons degrade over time, so it is important to scavenge them, or invest in facilities which allow them to be repaired.
  8. Outposts: Outposts can provide a daily shot of a particular supply, and can be rigged with traps that will destroy any zombies that enter into their zone.
  9. Facilities: Each facility bestows specific bonuses, and allows the player to take extra actions. They can also be upgraded to allow more bonuses and actions.
2.5.2 Intangible Resources
  1. Health: Health determines how much damage the player can take before dying. Unlike in many games, dying is not the absolute end. As long as other survivors remain, the player can continue playing as them.
  2. Stamina: Stamina determines how long the player can attack or run away. If it drops too low, the player will not be able to run or attack at a decent pace.
  3. Skills: Skills increase through use and confer substantial bonuses to player stats.
  4. Influence: Influence determines how many actions and favors involving your home base and other survivors the player will be able to undertake.
  5. Fame: Fame’s main contribution to the game is in how it controls influence: each day the player’s influence is reset to half of the fame.
  6. Attitude: The player can somewhat affect the attitude of other survivors by completing missions, and by maintaining a harmonious mix of personalities at the home base. NPCs with conflicting personalities will develop negative attitude.
  7. Morale: Negative attitudes at the home base, the death of survivors, low supplies, nearby infestations and many other factors can contribute to low morale. Home bases with low morale might cause survivors to abandon the home base, or suffer from lowered work rates, stamina, health, and increased susceptibility to diseases and injury. Maintaining high morale is crucial for success.
  8. Noise: As the player moves around, they make varying amounts of noise, which can be generated by fighting, shooting, searching, opening doors, or driving cars. Noises attract zombies, so it is beneficial to be as quiet as possible.

2.6 Conflicts

As in many other zombie apocalypse games, conflict plays a key role.
2.6.1 Humans versus Zombies
The main conflict will be between the human NPCs and zombie enemies. Zombies will attack humans whenever they encounter them, and they spawn infinitely. In contrast, once a human NPC is killed, they are gone for the rest of the game session. Each one is a unique combination of skills, personality traits, and backstory, so it makes a big impact when one dies.
2.6.2 Guns Versus Melee
Both firearms and melee weapons degrade through use, but firearms have the added requirement of ammunition. Additionally, firearms often deal more damage than melee weapons, and can by their very nature reach enemies farther away. Without using a silencer, however, they have the added risk of attracting more zombies to one’s position.
2.6.3 Speed versus Noise
Many actions in the game feature a ”sped-up” version of themselves, which carries the penalty of making more noise. Doing something quickly might allow the player to get needed items to an NPC in danger or help one’s home base. Cars versus walking have the same trade off. They allow the player to move more quickly, and thus avoid large groups of zombies, but they also attract more zombies to the player’s location.

2.7 Boundaries

2.7.1 Leveling and Specializations
Although all skills on a survivor can be leveled maxed out to 7, from among them only one special ability and one specialty may be chosen.
2.7.2 Map
With the exception of the Lifeline DLC, the game takes place in the same 12 km2 town.

2.8 Outcomes

Either the player loses so many survivors that they quit the many story, or they keep playing until their small band of survivors escapes from Trumpbell Valley.

3 Dynamic Elements

The game world of State of Decay is highly reactive to player actions.

3.1 Home Base

One’s home base will change dramatically as time progresses. It may become overrun with zombies, or the player may voluntarily choose to relocate to another spot, perhaps one with better access to particular resources, or one that is easier to defend, or one that is simply larger with more outpost slots and more construction slots.
The player can choose the placement of many facilities in the home base, and can choose when, how, or if to upgrade them or make use of their actions.

3.2 Survivors

The survivors themselves change constantly. Their attitudes change in response to randomly generated arguments and events in the home base, as well as to the number of nearby infestations and hordes. These create missions and situations that the player must decide how to deal with, either ignoring them or taking some amelioratory action.
They also increase their skills as time progresses, but they can also die, leaving a gap in the survivors skill set and also lowering the home base morale.

3.3 Zombies

Zombies are attracted to noise, and can be manipulated using car explosions, firecrackers, ticking clocks, etc.

3.4 Day/Night Cycle

There is a day/night cycle in the the game.

4 Dramatic Elements

The main game mode of State of Decay features a strong story.

4.1 Characters

The player initially starts as a young man named Marcus, but the player quickly meets other NPCs who they may befriend. Many of the characters are randomly generated, but several feature unique dialogue options and backstory. The game treats them equally, however, and will continue even if all the unique ones die.

4.2 Story

The story follows Marcus as he meets several groups of people trying to survive the zombie apocalypse in Trumpbell Valley. As he (and other NPCs) learn about the situation and gain experience and competence in dealing with the zombies, they try to find a way to escape the Valley. The story finishes when they finally escape.

5 Conclusion

Although clearly made on a small budget, State of Decay achieves an amazing amount of depth, combining interesting mechanics from RPGs, shooters, survival games, and resource management games into an interlocking whole where each part meshes perfectly with the others.

Monday, April 17, 2017

Fallout 4 Analysis

Fallout 4 Analysis

David Hunter

April 17, 2017

1 Overview


Fallout 4 is an open world real time post-apocalyptic shooter RPG that was released on November 10, 2015. It takes place in an alternative history where the integrated circuit was never invented, so technology and culture remained at the 1950’s stage. Set roughly 300 years in the future in the Boston area, civilization has been mostly destroyed following a nuclear war between the US and China.

2 Formal Elements

2.1 Players

Fallout 4 is a strictly single player game. There is no online, side-by-side or any other kind of multiplayer mode. The player can have an AI controlled companion accompany them. At the beginning of the game, the player chooses between male or female, and is able to customize their character’s appearance by adjusting hair style, body characteristics and many different facial traits. Unlike previous games in the series, every character, including the player character, are fully voice-acted.
Soon after the player completes the customization, nuclear warning sirens will sound and the player must run into a vault for safety. Here the player and the player’s family are frozen.
The game may be played from first person or third person perspective, but in many situations it is almost impossible to tell if you are lined up properly for a shot from third person perspective. Gameplay occurs in real time, although the internal game clock moves more quickly than in the real world. No vehicles or mounts may be used.

2.2 Objectives

The player is tasked with finding their son, who was taken from you near the beginning of the game, when the player was trapped inside a cryostasis capsule. Your partner is killed in front of your eyes at the same time. This objective takes up many game hours, as the player must track down the person who stole your son, get information from them about where your son is now, find a way to reach that location, gather the components necessary to get there, make contact, etc.
However, it is entirely possible and indeed likely that the player will wander around the Boston wasteland, meet people, have adventures, and build a shrubbery with a nice little path going down the middle…

2.3 Rules

Fallout 4 is a large complex game with many subsystems and rule sets.
2.3.1 Gear
Unlike other games in the Fallout franchise, armor and weapons do not have stat requirements, although some pieces do give stat bonuses.
Armor has been modularized to something like that in The Elder Scrolls 3: Morrowind: the player may equip a helmet, left and right arm armor, torso armor, and left and right leg armor. Underneath it, the player may equip one coverall item, such as a vault suit. The power armor is similarly modularized. Further, each item may be customized in a host of different ways, from changing the coloring (which may provide stat bonuses and change damage resistances), altering the materials used, or in the case of weapons varying the ammo type, scopes, barrels, stocks, etc. All of these have an effect on the damage, clip capacity, fire rate, range, weight, value, accuracy, and other weapon stats. These customizations make use of the many pieces of ”junk” the player collects during adventures in the wasteland.
Only one weapon (plus a throwable item) may be equipped at one time, although up to 12 items may be saved for quick use.
In general, the player can carry an infinite amount of gear, but can only fast travel and run if the weight is less than or equal to the player’s carry weight stat, as determined below. Many healing items and ammo do not even have a weight, so the player may effectively carry however many they want. Further, there is no armor or weapon degradation, with the exception of power armor which degrades as it takes damage, and which requires fusion cores as a fuel source to move around.
2.3.2 Stats and Leveling
As with the other games in the Fallout franchise, there are seven main stats: Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. At the beginning of the game, the player starts with 1 point invested in each stat, and may choose how to invest a further 21 points. The stats affect various secondary stats such as damage, carry weight, purchase and selling price, hit points, sneaking, and others as seen below.
DamageM  ultipler = 1+ (Strength *.1)
(1)
CarryW  eight = 200+ (Strength *10)
(2)
HitPoints = 80+ Endurance * 5
(3)
HitP ointsP erLevel = 2.5+ Endurance * .5
(4)
TotalHitP oints = HitPoints+ (HitPointsPerLevel*(CurrentLevel- 1))
(5)
ActionP ointsPerSecond = (1.05- (0.05 *Endurance )) *12
(6)
M aximumSettlementP opulation = 10 + Charisma
(7)
BuyingP riceM odifier = 3.5- Charisma * 0.15
(8)
                               1
SellingP riceM odif ier = --------------------
                      BuyingP riceM odifier
(9)
                  Intelligence*3
XPfinal = XPBase *(----100------+ 1)
(10)
M axActionPoints = 60+ (10* Agility)
(11)
The player levels up according to the equation below. At each level increase, the player is granted one point to spend on a perk or on increasing a base stat. For each of these perks there are different level requirements, and each perk is unlocked by having a base stat level equal to the rank of the perk. That is, to unlock a level 10 luck perk, you need to have luck at 10. To actually invest in it, however, you may need a character that is at level 26, or 40 or some other level. This acts as a kind of gating or Stopping mechanism, preventing the game from becoming too easy too soon. It also creates an opportunity for long-term planning and investment.
XP  ToN extLevel = 75 *(CurrentLevel- 1)+ 200
(12)
The previous set of skills, which included
  • Barter
  • Big Guns
  • Energy Weapons
  • Explosives
  • Lockpick
  • Medicine
  • Melee Weapons
  • Repair
  • Science
  • Small Guns
  • Sneak
  • Speech
  • Unarmed
has been entirely folded into the perk system. This is probably partially responsible for the lack of skill checks during dialogue, although the lack is also probably related to the voiced protagonists.
2.3.3 Crafting and Settlements
Virtually all Bethesda games have a lot of random useless pieces of clutter scattered all over the world in every building. In Fallout 4, Bethesda has finally found a use for them. Although weapons and armor themselves cannot be crafted, food, healing items, and weapon and armor mods can be created from glass bottles, tables, plungers, tin and aluminum cans, glue, and of course duct tape and many, many other objects.
The player is also given the chance to control many settlements. These are small villages or towns where the player may build an extremely diverse range of items:
  • fences
  • wood, steel or concrete buildings and parts of of buildings
  • furniture, including
    • beds
    • TVs
    • couches
    • chairs
    • mats
  • power generators
  • water pumps
  • defenses, including
    • turrets
    • guard posts
    • traps
    • spot lights
  • crops
  • computer terminals for controlling electronic items
  • stores for medicine, clothing, general trade, restaurants, armor, or weapons
These are built using the same junk that the player can collect all over the game world. Some items are locked behind perks, and others are unlocked after completing specific quests.
The player may assign jobs to settlers, and is encouraged to make sure that there is enough water, food, and enough beds for every settler. The player may even link the settlements by assigning a settler to be a provisioner, who will travel between the settlements carrying goods and supplies.
2.3.4 Factions & Quests
There are four major factions, plus several minor ones, which the player may join. These factions all have differing purposes and ideologies, although some are compatible with each other. Again, unlike Fallout: New Vegas, there is no explicit reputation system with each faction. Rather, the player’s reputation is strictly measured by what quests they have completed for the faction. Similarly to The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim, the player may basically join every faction and complete almost every quest for them, up until the end of the game, when the player must suddenly pick sides.
In general, the player will receive a quest by talking to someone, or overhearing something, which will trigger a quest. The dialogue and options have been drastically reduced compared to other RPGs, making this game much more of an open-world shooter like the Far Cry series, than previous games. Almost every quest will fall into two categories:
  1. Go somewhere and get something
  2. Go somewhere and kill someone.

2.4 Procedures

2.4.1 Talking to an NPC
Many quests and story lines can only advance through player interaction with an NPC. Unlike Fallout: New Vegas, there are very few charisma checks and the viability of talking your way out of trouble is greatly reduced.
2.4.2 Searching an Area & Scavenging
As a post-apocalyptic game, a common procedure will be to either be tasked with finding an item, or the player might want or need to find ammo or a health item, or just collecting scrap parts or plants for crafting. This will involve moving around the location, checking cupboards, dressers, safes, hacking terminals, picking locks, looting corpses, and otherwise nosing around to find the needed item(s).
2.4.3 Killing an NPC
Various factions and NPCs will often task the player with killing someone else. Even protecting an NPC usually boils down to killing the NPCs that want to harm it.
2.4.4 Selling Loot
The player will often need money to buy items or repair them, and selling loot at a merchant is the best way to get money. Each merchant has a limited amount of money, so the player might face the problem of having lots of items to sell but no merchant with enough coin to buy them.
2.4.5 Leveling Up
As the player completes quests, kills NPCs, picks locks, performs a dialogue check successfully, hacks terminals, and discovers locations, the player gains XP.
2.4.6 Managing Health Conditions
In the Hardcore (Survival) mode, the player must manage many health conditions. This requires using food and drink items, doctor’s bags, antivenom, and a bed to maintain health. The player’s character becomes hunger, thirsty, and sleepy over time. These conditions result in debuffs to attack power and accuracy, HP, and eventually kill the player character.
Through special circumstances, the player can suffer from poisoning, crippled limbs, and radiation sickness. These require drugs and/or a doctor’s attention to remove. Crippled limbs have different effects depending on the limb: crippled legs slow the movement, crippled arms reduce accuracy, and crippled heads cause ringing ears and blurred vision.
In normal difficulty mode, almost none of those considerations are relevant. The player only needs to worry about health and radiation. There is a new system in place where one’s radiation level caps maximum health. So if the player has 100 Max HP, and has 10 radiation, the most HP the player will heal to is 90, until the player removes the radiation poisoning through visiting a doctor or using health items like Radaway.

2.5 Resources

For my playthrough, I choose to play in the Survival mode, which forces the player to consider more resources than in other modes.
2.5.1 Tangible Resources
  1. Food: The player can collect food items from plants and animals, and purchase them from vendors as well. These can be used to heal the player and to remove starvation effects. Many food items cause minor to severe radiation poisoning, which makes using them a tradeoff between health and radiation.
  2. Drink: The player can collect drinks from various locations. These can be used to heal the player and remove dehydration effects. Both food and drink items contribute to the player’s carrying weight.
  3. Ammo: All guns require ammunition and (in Survival mode only) ammunition contributes to the weight the player can carry.
  4. Armor: All clothes contribute to the armor of the player. Stronger armor sets absorb more damage, but usually weigh more. Some armor sets modify stats like charisma or perception.
  5. Weapons: Although Fallout 4 allows some situations to be resolved without violence, weapons are an essential part of gameplay. Each weapon has different damages, damage types, accuracies, fire rates, and weights.
  6. Money: Money is used to buy items from vendors, and can sometimes be used to bribe NPCs.Managing this takes up a small chunk of game time.
  7. Drugs: Drugs such as stimpaks, jet, cateye, psycho and others give limited bonuses and effects. Some heal the player, others allow night vision, increase damage, etc. In Survival mode, drugs cause additional effects, such as dehydration, fatigue, or addiction
  8. Companion: The player may recruit several different companions from NPCs met in the game. These companions can carry heavy items, provide special perks to the player, deal extra damage to enemies, and provide extra story quests. In Hardcore mode, if their HP drops to zero, they fall down and must be healed using a Stimpak.
  9. Settlements and Settlers: These have some affect on gameplay, but can safely be ignored by players on Normal difficulty. The player may use them to grow extra food, get purified water, scavenge extra parts, and turn some of crops into useful items.
2.5.2 Intangible Resources
  1. Health: If health drops to zero, the player dies.
  2. Perks: Perks grant special abilities that change gameplay options. Again, although the player cannot lose a perk once gained, the player only receives one point to invest every level up, so they must invest this point carefully to best augment or expand the player’s preferred playstyle.
  3. AP: A lot of gameplay is spent shooting things, and the shooting in general is satisfying: Enemies to being shot realistically, and the player’s weapons have satisfying animations and effects. Further, the VATS (Vault Assisted Targeting System) system is quite fun to use but almost pointless since the shooting system has been improved so much. This slows the action of the game and allows the player to target specific areas of enemies. Each attack has a percentage chance to hit and costs a certain number of action points (AP). These attacks happen in slow motion, feature dramatic camera work and exaggerated hit reactions, and sound great as well.
  4. XP: The player receives XP for many actions: hacking terminals, picking locks, completing a conversation challenge, killing enemies, discovering locations, and
  5. Oxygen: This only matters under water. If it drops to zero, the player dies.
  6. Sleep: (Only in Survival mode) The player must rest periodically to prevent exhaustion. The player’s sleep level is displayed above the HP meter.
  7. Radiation: Radiation sickness lowers the player’s maximum health until finally resulting in death. As befits a post-nuclear war setting, managing radiation poisoning is pervasive and also relates to what clothes the player wears, what the player eats, and what the player drinks.
  8. Hydration: (Only in Survival mode) The player’s hydration level appears above the HP meter. It shows how badly the player needs water.
  9. Hunger: (Only in Survival mode) The player’s hunger level also appears above the HP meter. It shows how badly the player needs food.
  10. Addiction: Many drugs are addictive in Fallout 4. When the player becomes addicted, it reduces some of the SPECIAL stats.
  11. Limb Condition: Limb condition has already been described in detail elsewhere. The only other item to note is that the condition and its severity are displayed above the HP meter.

2.6 Conflicts

In keeping with the post-apocalyptic setting, there are many types of conflicts in Fallout 4.
2.6.1 Interfactional
Many of the factions are, if not at war with each other, at least do not get along well with each other.
The player may try to help all the factions equally as a way of getting the most XP, however, eventually the player must choose who to help and who to destroy or ignore. It is impossible to do everything like in The Elder Scrolls V: Skyrim, but the player can come damn close.
2.6.2 Companion and NPCs
Most of the companions have their own personalities, but when it comes to the nitty gritty these feel like the personality of the princess in Coming to America: when Eddie Murphy asks ”What do you like to do?” she responds with ”Whatever you like to do.” He then proceeds to make her hop on one leg and bark like a dog. The companions rarely become hostile, even though you side with factions that are diametrically opposed to their viewpoint, and a large number of NPCs follow the same pattern. You can basically tell them what to do and they will do it, whether it is in character or not.
2.6.3 Leveling
The player receives only one point during level up, so spending it is a big deal. Investing in a stat might give you an increase in a secondary stat as an immediate effect, but it can also be done as a form of long term investment, to unlock a perk further down that stat tree. Investing in a perk, on the other hand, will yield an immediate affect described by the perk.

2.7 Boundaries

2.7.1 Map
The player may only travel outside of the Boston Wasteland for the Nukaworld and Far Harbor DLCs.
2.7.2 Settlements
The player’s settlements are limited to areas designated by the designers, although there are mods that remove that restriction. Further, the player can only have a maximum of 20 settlers in a settlement due to the equation 7. The player can also only build a set number of stories that varies by location, although there are mods that remove this restriction as well.
2.7.3 Leveling
There is no explicit level cap in Fallout 4, so the player may technically unlock every perk and fully up grade every stat.

2.8 Outcomes

As I understand it, there are two basic endings: either the player sides with the Institute, or the player decides to destroy them. The player may then complete any quests that fall outside of the main quest, and continue to explore the Boston wasteland, build settlements, etc.

3 Dynamic Elements

Fallout 4 contains numerous dynamic elements.

3.1 Settlements

Settlements change dramatically over time and the player has a pivotal role in determining how they develop. Radio beacons can be used to attract new settlers, and as mentioned before, the player can construct new buildings, either piecewise or from slightly larger prefabricated parts or even complete structures with one button press. These buildings and items have a strong effect on the settlement. Growing lots of crops provides extra food, while building lots of water purifiers will generate bottles of clean water to heal with. Some crops can even be turned into adhesive at a workbench.
Creating enough beds, food, water, and jobs for everyone will increase happiness in the settlement, as will spending time there and supplying the town with clinics, and exercise machines. If happiness drops low enough, the settlement will cancel its allegiance to the player.
Raiders will periodically attack a settlement, and if the player does nothing it may suffer damage, or settlers may even be killed.

3.2 Day/Night Cycle and Weather

Fallout 4 features a day/night cycle. Night provides a good time to sneak around outside, while day light allows the player to enjoy the beautiful vistas and make use of distant landmarks to set exploration goals.
There are also frequent radiation storms, and one entire area of the game, The Glowing Sea, is permanently awash in radiation.

3.3 Faction Reputation

As mentioned before, there is no explicit monitoring of player reputation with different factions: this is almost exclusively kept track of by what quests the player has or has not completed. The only exception is if the player attacks members of that faction: if this happens that faction becomes hostile and the player will not be able to complete any of its quests from that point on.

3.4 Companion Reputation

Similarly to factions, companion reputation is never explicitly revealed to the player through meters or numbers. However, they do react to actions you take, such as lying, stealing, killing innocents, scavenging for supplies, giving NPCs compliments and updowns, etc. Most of the companions have quests that will trigger after you have raised their opinion of you high enough, and completing these quests will raise their opinion of you to max level, granting you a special companion perk similar to those in earlier Fallout games, or even other franchises, such as Dragon Age.

4 Dramatic Elements

The dramatic elements of Fallout 4 are shameful. The dialogue can be wooden or nonsensical, the player’s choices during dialogue infrequently have an effect on the outcome, and there are numerous timing issues that arise due to having already completed some step of a quest, but for some characters dialogue options related to that step will appear long after the player has completed it. And as already mentioned, the vast majority of quests fall into poorly-motivated fetch and kill quests.
During cutscenes and dialogue, the camera will try to assume a cinematic angle, but this is also poorly executed. If the player is wearing power armor, for example, the camera will often be positioned inside the player’s shoulder, completely blocking the view, and random NPCs will walk between the player and the person talking regularly.

4.1 Characters

Fallout 4 has a huge cast of characters: many settlements have named characters with unique dialogue options telling about their backstory, and each faction has at least 5 named NPCs with their own personalities and stories. In the vanilla game, many of these NPCs feel like cardboard cutouts and not like any approximation of a real person.
Several companions, Piper and Nick Valentine, feel much more fleshed out and complicated, but these are almost the only ones out of hundreds. Again, it seems Bethesda has gone for quantity instead of quality.

4.2 Story

The main story revolves around finding the player’s son, but the player will stumble upon dozens and dozens of smaller stories scattered throughout the Boston wasteland. There is often only one way to complete a quest: kill an NPC, and/or return to the quest giver with the required item.
Many quests are related to the history of the Boston area, and these are usually interesting to complete and feature more fleshed out dialogue and some pretty well-done detective work.
There are four main faction quest lines in the vanilla game, plus around another dozen factions that the player can complete quests for in the DLC packs. Unfortunately, the player’s choices often do not matter. In the Nukaworld DLC, the player can choose to support one of three raider factions, but story-wise it makes almost no difference who they support.
In the vanilla game, the player will have access to the Minutemen, Railroad and Brotherhood of Steel as soon as the player can locate those factions. At any point (the main exception being that if you help the Institute, you cannot later join the Railroad), the player may join these factions and start completing quests for them. All at the same time. The Railroad wants to free all synths, and the Brotherhood of Steel thinks they are evil technology, and you can join both groups, and even have a synth companion while completing Brotherhood of Steel quests and nothing happens. They might make some comments about your ”synth pet,” but you will never be asked to kill him or get rid of him, and you won’t be turned down as a synth sympathizer. This makes no sense. In Fallout: New Vegas, even wearing the armor or clothing of the wrong faction could get you shot at, but in Fallout 4 bringing a synth companion to the faction that hates the things results in a few nasty comments.
While playing, it is possible to become the leader of the Minutemen and/or the Institute. However, the player never feels like the leader of a vast and powerful organization. Like in previous Bethesda games, instead, the player is tasked by their underlings to do some menial job. They will sometimes even refuse to do something, despite the fact that the player is the leader. In contrast, in Metal Gear Solid V: The Phantom Pain, the enemy AI would adapt to the player’s actions, using helmets if the player scored lots of headshots, or using flashlights and night vision if the player infiltrated at night a lot. To remove those, the player could return to MotherBase and task their private army to complete a supply disruption mission. That is how being the leader should work.

5 Conclusion

I’ve spent over 80 hours playing Fallout 4. I played all the DLC and completed the main quest, plus many of the side quests. While the shooting has been vastly improved, and the exploration is as fun as in any other Bethesda game, the RPG elements have been castrated. Many NPCs react with generic canned dialogue whether the player agrees with them or calls them a camel’s cunt. Quest after quest tasks the player with going to a particular location, and either killing someone or collecting an item. There is almost never an option for talking to the person you are supposed to kill, hearing their side of the story, and maybe deciding that your quest giver is in the wrong. Or for finding out that your quest giver wants to use the quest item for nefarious purposes and so withholding it or giving it to another NPC.
Sid Meier famously said that ”A game is a series of interesting choices.” But it seems that Bethesda has gone out of their way not only to reduce the number and quality of choices the player must make, but to create the illusion of choice wherever possible and to eliminate reduce the impact that the player can have on the world.












































































































Wednesday, April 12, 2017

Digestion Game Work, Typing Outloud

hey all,

Still slaving away at the digestion game. Those horrible redundancies I found last week are now all cleared away, but I am left with the design decision of how to keep track of the player's nutrients.

In a nutshell, it has to do with time. Right now, in the mouth level the player is in control of when food spawns in for chewing and swallowing. Because of this the player could just hit the space key a bunch of times and have chicken, pizza, and whatever shot at their face over a few seconds. If the player successfully chews and swallows all that food in such a short time, under the current rules, the player will just go to the next stage of digestion in the stomach. Or the player could start the level, go away and do something else, letting game time tick by, basically starving the avatar to death. But because I'm not keeping track of efficiency in this level, nothing will really change in either case. The question is: should I be keeping track of this?

In the stomach, the player is not in control of when or how often food appears. I've already spent a lot of time developing a cyclic function that ramps up and then ramps down the appearance of food chunks from the esophagus. This is supposed to mimic meal time, with peak food ingestion occurring every X seconds. One course of action would be to rig the function so that meals occur at 8AM, 12PM, and 6PM, and then fast forward through the night to 8AM again. Or maybe force the player to spend the night digesting the day's food. This second option seems to match reality more.

The same problem occurs in the small intestine. The player is not in control of when the nutrients appear any more, but again there is a cyclic function. Based on my gut feelings (haha) of the above, I think saving the game time from the stomach level and continuing the digestive process from there seems most logical. After all, if the goal is to make the player understand digestion, seeing how much time it takes for food to be processed by their body sounds like a good learning goal.

The big issue lurking behind all this discussion of time and energy is player health. A large part of one's health is determined by the ratio between how much energy is coming in and how much energy is being used up. If more is being used up, the player should starve, right? And if more is coming in, the player should get fat, right? So far, at least, I have focused my time and thinking about the latter more than the former, and actually I'm not sure if it would be a good idea to include the first option. I mean, if you are not getting enough food, there is not much digestion going on, so what can you learn about the process of digestion, right?

In any case, I have been thinking that I will need some way to keep track of game time, and of displaying the game time to the player. Also, I'll need caloric values for my food chunks and nutrients. Then, I'll need an upkeep value for the human body. Luckily, we already have the figure of about 1,500 ~ 2,500 Calories/day for the average adult. Based on the player's initial choice of diet (only meat, random, food pyramid, etc), I can change what foods appear. This will lead to differences in what food chunks appear in the stomach, and later to differences in what nutrients appear in the small intestines. I think I will use the small intestine as the place to show how the player's choices have affected their body, since it is in the small intestine where nutrients are actually absorbed by the body. Since I know how much energy the body needs, it should be a relatively simple matter to figure out if the player's choices are producing more, less, or an appropriate amount of energy for the body to use. Here's a little snippet of what I've been working on:

for (int i = 0; i < totalFoodChunks.Count; i++) { totalCarbs += totalFoodChunks[i].GetComponent().carbAmount; totalProteins += totalFoodChunks[i].GetComponent().proteinAmount; totalFats += totalFoodChunks[i].GetComponent().fatAmount; } carbPercent = totalCarbs / (float)(totalCarbs + totalFats + totalProteins); fatPercent = totalFats / (float)(totalCarbs + totalFats + totalProteins); proteinPercent = totalProteins / (float)(totalCarbs + totalFats + totalProteins); integralPart = (int)(carbPercent * 100) + (int)(fatPercent * 100) + (int)(proteinPercent * 100); decimalPart.Add(new NutrientRatio(NutrientType.Carbohydrate, (carbPercent * 100) - (int)(carbPercent * 100))); decimalPart.Add(new NutrientRatio(NutrientType.Protein, (proteinPercent * 100) - (int)(proteinPercent * 100))); decimalPart.Add(new NutrientRatio(NutrientType.Lipid, (fatPercent * 100) - (int)(fatPercent * 100))); remainder = 100 - integralPart; if (remainder != 0) { decimalPart.Sort(); decimalPart.Reverse(); for (int i = remainder; i >= 0; i--) { decimalPart[i % decimalPart.Count].amount++; } }

This is one of my functions that at the start of a level loops through all the food pieces and gets the values for its protein, carbohydrate, and lipid content, then computes the percentage of each, and lastly uses the same Hamiltonian method for converting a floating point percentage into a representative integral one that I used in my personality code months ago. I'm using this, again, only at the start of the level to set the chance of spawning a protein, carbohydrate, or lipid based on the food pieces the player ate before. Since the amount of energy for a gram of lipid, carbohydrate, and protein is pretty well-known (9 Calories, 4.5 Calories, and 4.5 Calories respectively,) from these I can compute how much energy the player is receiving. Cheers,

Tuesday, April 4, 2017

Yet More Digestion Game Work

hey all,

I've been working even more on the digestion game. Specifically, I have been implementing a scenario menu which allows the player to choose what kinds of food they will be eating. For example, they could follow the food pyramid, eat totally random foods, only eat meats, sweets, fruits, vegetables, or fruits and vegetables. At the moment, this choice is much like many of the choices in Fallout 4: it really has no meaning. However, I have started to set up some simple body outlines that (in the near future) will change based on the amount of food and the types of nutrition the player is digesting. Eat only sweets, which contain high amounts of carbohydrates and lipids, and the body will store all that excess energy as fat. Eat a balanced selection of goodies, and you'll be fine.



I've also been thinking about other consequences that I could implement. We all know that you need to get enough of each of a few dozen nutrients, including vitamin A, the 8 B vitamins, vitamin C, etc. But did you know that you can actually go blind due to vitamin A deficiency? Apparently, it is a major cause of blindness for children in several less-well-off nations around the world. Or maybe I could make the player's teeth get cavities if they eat too many sweets, causing them to fall out, and making eating more difficult. There are really a large number of things to try out.

I've also stumbled across some not surprisingly amateurish coding mistakes in how I'm checking the player's score in the stomach level. For some reason, by the time I got around to coding the other levels, I must have had a better idea of what I was doing. In any case, there are something like five separate entities which either duplicate or make unnecessary references to the player's score, which seems to be stored in all of those five places, as well. So I've also been working on refactoring this, basically by creating one object with one script that controls the score, and using delegates (yay!) to allow other scripts to receive notification about changes in the score.

The other upside is that this should reduce the per-frame overhead of many of those scripts, since I was literally checking what the score was every frame (more than 60 times a second) in five places.

I've stopped doing my nightly Let's Plays of Total War: Warhammer, but I have been playing the above mentioned Fallout 4. I hope to post a game analysis of it in the coming weeks. Overall, Bethesda has produced another deeply flawed yet somehow enjoyable open world game.