Category Archives: Game Design

Reasoning for 1.13

As you might have read, Version 1.13 is a pretty significant patch that will have positive effects on players at all skill levels. I thought I’d take a moment to walk people through the decisions made for this version. I know I personally love to read about the design decisions made on some of my favorite games – I absolutely love reading patch notes – but even better is hearing the why. So that’s what this is.

Before I go on, I should quickly mention that the latest version that’s out on Google Play (and Amazon!) is actually 1.14 – this is just a hotfix cleanup patch that cleaned up a couple of residual bugs from the big 1.13 patch.

If you haven’t already, you can read the complete notes for 1.13 HERE.


This was the biggest thing about this patch, so I’ll talk about this first. I already made a small blurb in the last post explaining the reasoning, but I’ll go on a bit more in detail now. I can’t talk about Firebomb without first talking about Flame Trap, the old spell and why it needed to be replaced. Continue reading

AURO’s Game Modes and the Single Player Evergreen XP System

It’s been awhile since I posted a real nitty-gritty game design article about AURO and what’s going on.  Right now, AURO is stuck in development hell, as we’ve mentioned, largely due to two factors: the fact that we didn’t build the game with serialization in mind from the get go (we’re a bit bush league), and the fact that we are using Haxe, which it turns out has caused a ton of technical problems.  Anyway, this isn’t a technical programmer-y post, because I’m not a programmer and I really don’t know enough about that stuff to speak in more detail about it.

What I want to talk about today is AURO’s game modes.  Partially, I’m writing this for my own benefit, so that I can clearly state it out loud for myself and make sure that everything makes sense.  With AURO’s development being held up, I have some time to think about these modes and hone them.  In particular, I’m proposing a change to TRIALS mode – the other two modes are pretty much locked down and have been for months.


Story Mode

This mode is probably the easiest to explain and understand, which is great, because it’s also the first mode players should play.  It functions as both a tutorial (actually, there is an optional hand-holding tutorial in there too), and also an easy, explanatory mode.  The player has to travel through nine dungeons, meeting monsters who talk, getting advice from Quillsh, with several cutscenes along the way.  There’s a final boss battle at the end, and then a final cutscene.  If you’ve played videogames, you know the drill.

The goal in this mode is completion, and it’s designed to teach you how to play the game, be the most visually impressive (you see the most environments, special monsters, cutscenes, etc in this mode), and generally introduce you to the world and mechanics of the game.  Therefore, once these things have been accomplished, it makes sense that you’d move onto other modes.  So Story Mode, while still technically infinitely replayable (it still has randomized maps and such), is designed to be played once or twice, and then moved on from.


Match Mode

This is the primary way to play AURO.  In Match Mode, you start a game on a randomly generated level.  The levels generated by Match Mode can be really crazy – they can be something as simple and benign as a few rats, or something as horrifying as 2 Yetis, 3 Liches, 3 Curse Kids and a Troggle.  That sounds pretty unfair, until you realize that this mode is actually a multiplayer mode – well, sort of.  It’s multiplayer in the way that golf or bowling is multiplayer.  The randomly generated map that the game makes for you is saved, and the game uses a match-making algorithm to find an opponent of similar skill.  Then, it sends that opponent your same game, and he plays on that map as well.  Your scores are compared, and a Round Winner is pronounced.  Then you do this again, with the 2nd player now going first.  The first player to get 2 Round Wins is the winner of the game.

The game has an online leagues/ranking system similar to that of other popular online games.  You can challenge friends for fun, play pass  & play games, or even play a Practice Game that isn’t recorded.

The goal in Match Mode is competitive.  You’re trying to beat another player, and rise through the ranks, just as in Starcraft or Street Fighter or something.  Also pretty simple and easy to understand.


Trials Mode

It’s interesting.  Trials Mode is actually the classical mode that we had always envisioned being the primary mode of the game, but ironically it’s actually the hardest system to develop good rules for.  What I had been planning – and what may still ship with version 1.0 given that we’re already like 1,000 months behind schedule – is that it’s a simple “beat your highest score ever mode”.  So if 3 years ago you got a score of 379, you’re still sitting there now trying to beat that high score.  I have a few problems with this approach, though, which is why I’d like to change it.

For one thing, I don’t think “beat your highest score ever” is a reasonable goal.  Once you get a super-high score, you may simply just never be able to win again.  Also, there’s actually a bit of a weird thing where any points you get above your previous high score, are actually just kind of screwing you over in future games.  One person pointed out in some forums the fact that it’s kind of optimal in a weird way to beat your score by 1 point and then kill yourself.  I agree that’s weird.

I also think it’s bad because it necessarily means that players who get better get punished by having longer games.  A long, long game isn’t a problem because AURO isn’t a blast to play.  It is – but the fact remains that games tend to have some ideal length based on the length of their longest arcs… and AURO’s arcs are generally very short.  AURO is a super tactical game, and not a very strategic game.  So we want games to last somewhere between 5 and 20 minutes – not hours.

So because of this, a much better solution is actually to have the goal always be “Get 100 Points”.  But how do we do that in a way that’s evergreen?  Once the player gets 100 points, what else is there to accomplish?


Introducing the Single Player Evergreen XP System

I’ve designed a system, which I’m using in AURO, EMPIRE, and also another unannounced future project, which uses an RPG-ish experience points system to turn a single-player, score based game into an evergreen competitive thing.

Basically, the game generates a really easy game for you, and says “get 100 Points in this!”  If you do so, you gain experience points.  If you reach a certain threshold of experience points, you “level up”, and then the game starts generating a harder game for you.  Basically, there are infinite Difficulty Levels, which you don’t get to choose, but you move up through by playing and winning games.  Losing – failing to get 100 Points – also will result in losing experience points, so if you lose a few games in a row, it might de-level you to an easier Difficulty Level.  So basically, it’s like “dynamic difficulty adjustment”, but before the game begins, so none of that silly punishing-you-for-doing-well business.

The game gets harder as you level up by increasing the number and variety of monsters – not by increasing the target number of points.  In addition to this, points that you get above 100 will give you some bonus experience.

Interestingly, I learned this lesson after releasing EMPIRE, another game I designed for another company, and we’re working on that problem for version 1.2 of that game.  You can read about that over at the EMPIRE blog.


Anyway, them’s some thoughts on the matter of AURO and what’s going on with it.  In other news, I’m working on some of the last music I have to make for the game, and Blake is as well.  He’s also re-doing our title-screen art, crazy enough, to make something more dynamic, since we have a bit of extra time.

OTHER NEWS:  100 Rogues just had a nice update that fixed a lot of bugs and level generation!  If you haven’t played it before, now’s the time to go check it out!

AURO Update for April 2013

Foxy Mama
Foxy Mama

As the lead designer on this project, the thing that has been taking up 90% of my time in the last few months has been the abilities – balancing, testing, and redesigning them.  Really, since the beginning, this has been a huge task, but we want to have them finished this month.  Specifically, we’ve set a date for “gameplay lockdown” on April 20th – 8 days from the time of this writing.  I happen to feel really good about where we are at the moment, though, so I think we can do that.

Before I get into the game designey stuff, though, but still on the topic of “stuff taking a really long time to do”, how about we take a look at some of what Blake, our lead artist, has been working on.



New AURO Artwork!

To the left and above, you can see the portrait for the Foxy Mama.  She will come onto the screen and taunt poor Auro while she throws rocks at him.  In those situations, you’d see her on the top right, where you normally see your tutor, Quillsh. Continue reading

AURO: Ability Redesign Process

It’s been several months since I tried to put one of my little triangle diagrams together.  If you’re a regular reader of this blog, you probably remember that I’ve posted about my philosophy for designing abilities for AURO before.  I haven’t been doing this for some time, because as I’ve also mentioned, we’re in “let’s get this game finished” mode (in fact, we just launched our Closed Beta a few days ago), and I don’t want to rock the boat if I can help it.

I’ve been having another crisis of conscience regarding some of the abilities, though, so it seems like a good time to do another.


State of the Abilities

I’ve taken to calling Auro’s magical tactical spells “abilities” recently, instead of “disciplines” which I had been using for awhile.  Probably, I’ll just end up using the word “spells” because it’s the most clear option.  Anyway, we’ve been getting a lot of really good feedback from our testers, and the recently launched beta only helped the matter.

From everyone’s response, as well as my own copious testing, here’s the current consensus:  the game is fun enough as it is, but there are a few key problems.  Namely, some of the abilities are just… kind of crappy.  All of the abilities have some great kernel of an idea to them, and it takes a lot of playtesting and tweaking to find out of that idea actually works or not.  I think that we reached that point with a number of the abilities possibly as long as a month or two ago, but I think I was also hoping that implementing more functionality would make them come together.  Well, we implemented, and it didn’t help!


Some examples of problems were:

  • Abomination (Ice T3) didn’t have the killing power it should (instead it’s just a “clear the room” move with a huge cooldown)
  • Chill (Ice T2) doesn’t feel good to use, is confusing and kind of un-exciting
  • Currents (created by Air abilities) are placed in unproductive ways and just aren’t that powerful or interesting
  • Fire in general just isn’t fire-ish enough, kind of flat.  I’ve been very afraid of it becoming too powerful, I think
  • Ice in general is not becoming the “construction set” area-builder that I’ve always wanted it to be
  • Air is also missing its identity, largely because it doesn’t have a really useful “independent actor thing” (like Flames for fire and Blocks/Floe for ice)


There’s quite a few more.  In short, though, I just really had to start from the ground up and get down some abilities.  So I started making one of my triangle charts.   In making this chart, I realized one of my problems:  my chart had been the wrong shape all along.  Actually, over the years (yes, AURO has been in the works for *years* now), I’ve tried a number of shapes.  Most recently, I was trying a triangle.  Makes sense, right?  There’s three trees, and they’d each fit into one corner of the triangle.

Tonight, I realized that that was the wrong way to think of it.  Each “pro” quality, such as being good at killing, needs to have a con side as well.  So the opposite of “killing” would be something like “creating more monsters” or possibly “buffing monsters”.  I’m reminded of Robin Walker, of Valve Software, talking about how when designing the TF2 classes, the weaknesses were even more important than the strengths.

It’s not easy to determine what the basic core strengths and weaknesses of abilities are in this game, but I think I’ve done it.  The strengths of the abilities are:

  • Killing:  Does this ability help you kill monsters?  Example:  Meteor!
  • Mobility:  Does this ability help you move around the map quickly or give you more movement options?  Example:  Jump!
  • Control:  Does this ability allow you to restrict enemy movement or move monsters?  Example:  Floe!

From that, we also get the three negative qualities.

  • Hurting Auro:  Does this ability have the potential to hurt Auro?  Example:  Flame!
  • Immobilizing Auro:  Does this ability reduce Auro’s movement options and possibly even trap him in?  Example:  Chill!
  • Chaos:  Does this ability cause some random or hard-to-predict effects to occur?  Example:  Flame!

So with that in mind, there should be 6 sides, not 3 (a hex!). I also realized that it would make much more sense to have each tree take on two of the good qualities, and those two good qualities straddle one bad quality.  This seems like a really good way to balance the trees out and to be able to hold onto a bad quality while designing.

Don't worry, I didn't cut out the Air tree, just didn't finish doing this before I realized another problem. Click to full-size.

While making this chart, I realized some other problems with this entire layout style.  Where do I put Floe?  Floe is kind of a balanced ability, that has killing power, mobility, AND control – at least a little of all three.  This kind of a layout doesn’t allow me to express that.  So, I tried something entirely different.  (Note:  I also swapped around who gets what traits).

The Ability Value Chart

Instead of a visual hex map, I would now use a numeric chart, with positive and negative integers representing the level of value that an ability has in different ways.  Check it out:


You're probably going to want to click to full size this one

The colored areas are the areas that this tree should focus on.  Now, you can see that Fire is sort of all over the place.  It has high numbers in all categories, bu the downside is that it has a ton of… well, downsides.  Fire is spreading all over the place and burning poor Auro around every turn!  Notice that the totals on the far right aren’t all exactly equal.  Firstly, as long as they’re close this is OK because the values themselves are totally rough abstractions anyway and probably aren’t 100% correct.  Secondly, we always have knobs to tweak, such as cooldowns and durations and such.

This restriction really helped me in my design work a lot, and I think that more designers should do this kind of stuff to help them organize their thoughts.  Breaking a game’s actions into useful categories is really the only way to make sure that they retain their identity.

This also helped me come up with some really cool new abilities.  For one, since I know now that the Air tree should have a lot of chaos associated with it, I can now ask the question “how”?  My answer is to change how currents work.  Currents now move about randomly, they don’t paralyze monsters (they can still move, act, or do whatever if they’re on a Current, including walk off the current), they move a monster with them if they move and one is on top of them (that’s the big one), for starters.  Also, you can Jump onto them even if they’re over water (although you have to jump right back off, as if you were jumping on a Pillar).  Gale now produces a bunch of Currents randomly when used.  Rush creates a current in front of you, instead of behind you.  Finally – and this is an experimental rule I’m not certain about – but if Auro walks onto a current, the current dissipates and gives AURO a bonus to his AIR ability cooldowns.

I also came up with an Ice ability that I think is just freaking fantastic.  The new T2 is still called Chill (for now), but what it does is turn all Floes into Ice Blocks, and Ice Blocks into Floes.  It also has a very short cooldown.  In my testing, this ability is awesome.

More stuff to come.  We’re probably not going to make our 2012 deadline, it’s looking like, but hopefully late Jan.  Important thing is that AURO is the best when it does come out!  Thanks for reading!