Showing posts with label PvP. Show all posts
Showing posts with label PvP. Show all posts

Wednesday, March 11, 2015

JasX Games Part 4: Designing BARE


By Locke Esgal

Last time, we talked about Fright and J-fish, but that's not even his biggest game. Many of you have heard of BARE, the fighting card game that's played in quite a few clubs and sims across the grid. I asked Jasdac about his inspiration for the game. He answered, “Fright was also my first complete free to play game. Then a friend sent me to an early alpha of a game, Kemo Coliseum. At the time, I wanted to make a class based fighting game. I started working on it with the working name Domcom. This was summer 2013.”

Kemo Coliseum is a versus game similar to Bejeweled where two people fight in an attempt to strip the armor and lower the health of the enemy with gem combos and special abilities. “My friend sent me the first public alpha and I was pretty hooked, except I'm not a huge fan of Bejeweled. I knew I wanted something where you'd strip your opponent's armor piece by piece.”

At this point, all that was needed was the fine tuning of the idea. A inkling, a thought...anything that might kick start the game we know and love today.

“So I distinctly remember taking a walk around the neighborhood, this was after midnight. When I came back 15 min later. I had the first BARE combat system planned out.  And one day of scripting later, I had the first working version of BARE. Now keep in mind BARE at that time didn't have any abilities, no combat styles other than the default, and no website.I needed someone to test on, and realized I had an old bot that I used for mesh upload back when firestorm didn't have mesh upload features. Which meant I needed to run firestorm for building and regular viewer for uploading.”

This testing period proved fruitful, as now BARE is likely the most played game Jas has made! “BARE grew pretty exponentially and by the time I released it (roughly 3 months after inception) it had almost overtaken TiS. At this moment, BARE has 8.5k users. And the idea of having cosmetic sex-related things for sale (like animation packs) while releasing the game itself for free, seems to be the most profitable thing.”

For more about BARE, check out their page at http://jasx.org/lsl/BARE/ .

Next time, we'll have the last part where we learn a bit about Jas working with another game designer, Toonie, and learn more about Dungeons and Pandas!

Locke Esgal

Editor's Note: You might want to know your opponent some before getting into a BARE match. From what I was told, and saw in group chat, while a squeaky-clean PG-rated match takes no effort, some frisky players take advantage of the options. But there's no shortage of courteous players whom would rather not embarrass new fighters learning the game.

Friday, February 20, 2015

JasX Games Part 3


By Locke Esgal

    In the previous part, we learned about how JasX managed to succeed in game creation, but Jas has also had a few mistakes. While games like TiS, BARE and Fright have done extremely well, one game didn't quite top the charts in sales.

    “jFish. Nobody plays jFish," Jasdac Stockholm explained, "I wanted to take on 7seas, but I guess fishing just isn't popular on SL. It's a bit of a niche, something you could do when there was nothing else to do. jFish was a really good learning experience for website-scripting though. By today, jFish has 1377 players. I'm not even sure if I've made back the Lindens I spent uploading content for that game, so I guess it's pretty dead in the water.”

    Not to be deterred by a single loss, Jas moved on to some more familiar projects, ones that are still played today. “jFish was released in early 2012. Since jFish was not doing well, I decided to start anew at an adult game. This time I wanted to explore PVP, so I came up with Fright. Fright is probably the quickest 'big game' I've ever made. ... Oh yeah, mesh came out just as I was rounding up TiS, so Fright was the first game I made where I completely abandoned sculpties, since they're really bad. I think Fright took less than a month and a half to make.”

    During the creation of Fright, Jasdac began to sit down and show his process to his growing fanbase, starting to create on stream for all to see. From these, others could learn how to make their own mesh objects, including potential levels for both Fright and TiS “I also remember streaming a lot of tutorials on mesh. When I made the game I wrote down all the meshes I'd like to use, then I'd sit and stream for hours at a time while I just worked off that list. It wasn't very fun, but some people enjoyed it.”

    “My reason for making Fright was to just make something people could enjoy for Halloween, but it did get some traction, so I made two additional maps and some extra game modes. It was fun all in all, even though the fun of playing died down for me quite fast.”

    Stay tuned for part 4, when we take a look at BARE, what inspired it, and talk a bit about Jasdac's Dungeons and Pandas branch!

Locke Esgal

Wednesday, April 18, 2012

A Look at Minecraft

So I haven't been around much on SL. Other things have occupied my time for the moment (Google things like Dungeon Crawl and Dungeon Hack for examples). Things such as Minecraft, the game of mining resources and building things.

It's essentially SL in 8-bit, where things are a lot more "basic." When you first start the game, a landscape is generated, and this stretches infinitely in all directions, generating randomly as you walk. The more you walk, the more is generated. The world is made up of blocks of all kinds, each line of blocks being marked as a "layer" (Layer 63 is sea level, 128 is the highest and 0 is bedrock, unbreakable). You wander the procedurally-generated landscape, digging into the dirt and gravel to build yourself a little domain (which can be little or not so little, depending on what you want) and look for resources such as seeds, wheat, iron and coal to make things like torches, dyes for colored wool, iron for tools, and water and lava for basic decoration. Digging deeper into the ground exposes ravines, mines, caves and strongholds, all with basic things to loot (such as chests) and things to destroy (monster spawners).

Along the way you can lure cows and sheep to a "farm" to raise wool and steak (your character does need to eat), build an enchanting table for enchanting items, and build a Nether Portal out of a material called "Obsidian" to explore a procedurally generated "Hell" version of Minecraft. All the while you need to defend yourself for when the monsters come out at night --- zombies, spiders, skeletons with bows, and the deadliest of them all, a walking bomb known as the Creeper. They get close and go off, and boom, you die. When you die your gear remains in-world for five minutes, so if you were hundreds or thousands of blocks away from your place of death and spawn at "home," and you lose a lot of time spent and resources. It can be frustrating.

There's also a feature where you can connect to play multiplayer, and servers exist for creation, combat, and almost all in between. So you can build sprawling pixel art several dozens of layers high, or go hunting for other players' homes/bases dug into the mountainside and try and loot them, fighting in PvP. If you're good, you manage to loot a month or two's worth of real-time efforts in gathering resources like iron, coal and gold (and the more valuable things, such as Lapis Lazuli, Redstone, Obsidian and Diamonds). If you're bad, you don't have the reflexes to take on a bunch of players at once when you're a lone wolf out in the wilderness and you lose up to two real time months or more of gathered resources as your base gets heavily griefed (as mine was recently) in a nine-on-one gang stomp.

Minecraft gave me a new appreciation for the builders of SL (blocks and prims, very similar); I might even get into more building of things in SL now --- and not get my stuff destroyed by players less than half my age!

I'm going to give Minecraft a firm Three Dragon Hoards out of five --- it inspires creativity yet limits you to an 8-bit feel and resources, so you have to get creative on how to use what you do have to the best of its ability. It would have been five but I took one away for the brattiness of some of the players (turns out the server I chose is full of 12 year olds, literally, and I don't want to deal with those kinds of temper tantrums if things go bad for -them-); and I took another one away because of its cost... while a basic version of Minecraft can be played on their website if you sign up, the full version is pretty pricey (at about $30).

Xymbers Slade