Showing posts with label On The Rain-Slick Precipice of Darkness. Show all posts
Showing posts with label On The Rain-Slick Precipice of Darkness. Show all posts

Wednesday, March 20, 2013

Rain Slick Precipice Flavor Dialog

I'm still on my Rain Slick Precipice kick, and I had a thought while I was driving today, and I had a kind of interesting thought about tailoring the game's dialog to the player choices. This is by no means an original idea, but I had it specifically for OTSRPoD 3, so there.

Team Fortress 2 and all Valve games have something called "response rules"; when the rule is met, the game calls a piece of dialog related to the rule. It's a way of deepening immersion by making AI (or other player characters) seem intelligent and react to both their circumstances and various unique player interactions.   In TF2 specifically, you can change your character's response rules by equipping different weapons; when your Demoman uses his default bottle to kill somebody, he'll use a line that references drinking (Ay, me bottle o' scrumpy!), but when you equip a sword, he'll use a line that references the sword (or makes Highlander jokes). TF2 has a ton of response rules: characters may make comments when taking or dealing damage to particular classes, when using particular weapons, or when they are near enemies while specific events are happening.

This, combined with some free time to think while I was driving, gave me an idea for "flavored dialog". The idea here is that while writing some pieces of dialog, room be left for distinct player-driven circumstances. This may include weapon choices, accessory choices, and class combos.

For example, perhaps Tycho is  saying "I'm going to murder you." This dialog could possibly be punched up by having him reference the class he's using, so he might say "I'm going to transform into a terrifying dinosaur and murder you." With the Gardnar pin, he it could be "Come over here, I have a trowel I wanna show you. Just for, like, a second."

Now, the main reason I bring this up is because of something that happened in the first two Penny Arcade games: characters would often explicitly reference the combat they participated in and the game was functionally aware that Gabe, Tycho and the player were essentially murderers. This was intriguing, because it touched on a duality in many video games: combat is often seen as an abstract mechanism, rather than a functional portion of the story. Pokemon was like this: you might force your sentient cloud of toxic gas to poison a preschooler's pet dog, then order your half-ton narcoleptic bear-thing to beat it into unconsciousness--and afterwards, this five-year-old would ask for your phone number so she could call you to do it again later. I liked the idea that combat was treated as a continuous part of the story, and the horrifying violence was often lampshaded in the game's dialog.

So the incongruity of the combat system is a ripe process for this kind of joke, and it bridges the divide between the abstract of combat and the stract of the story. Don't do it too often, of course, but bring that shit up sometimes.

Monday, March 11, 2013

Hobo

The Hobo is a drunken, homeless lout. He's got a rat! Several rats, in fact. And holy shit, clown makeup. This guy has clown makeup in his pocket and absolutely nobody has any idea why. Incredibly strong in spite of his slight size and inflicted with the horrible disease of hoboism, he's the guy you bring to a fight if you want your enemies to suffer painfully over aggregate rounds.

Just a heads up, don't bring him anyplace else. Seriously, he smells just awful, and also his coat just chock full of rodents.

Learn more about the Hobo and PA Adventures here.

Sunday, March 10, 2013

OTRSPoD Knitters

The Knitters
The Knitters are benevolent spiders, mending wounds with strands of pearlescent silk. Look at them! They're so adorable, it's easy to forget that they're goddamn spiders who do their work by crawling all over your skin, excreting protein strands into your skin.

I've decided to do some drawings of various items and classes from Penny Arcade to assuage my frustration that there wasn't more art in the game. We'll see how it goes. Learn more about the Knitters and PA Adventures here.

Wednesday, September 19, 2012

Jim

After drawing the Apocalypt and realizing I'm really bad at delivering daily updates, I decided to draw my favorite character from OTSRPoD 3, Jim. Now, Jim is lucky because he's a cross section of two of my favorite things: skeletons, and disembodied heads. You might say I just really like skulls, but that doesn't quite capture it.

Jar, Pitcher, Beaker, Crockpot, Urn

On the Rain Slick Precipice of Darkness Episode 3 is actually a pretty fun game. Jerry Holkin's writing returns for another glorious game, full of cunning punning and sublime rhyme. I'm kidding, I actually just liked "cunning punning" and needed a second rhyme. The rhyming in OtRSPoD is pretty ordinary, you know, poetry about dead gods lapping at pools of blood.

Anyway, the :"game" aspect is a lot of fun. The various class pins allow you to customize your experience in a way the previous OTRSPoD didn't allow, but at the same time very carefully organized leveling means you never have to grind in order to compete with the latest boss.

My problem with the game was purely aesthetic: I didn't get to see a lot of the stuff I wanted to see, i.e. weapons, accessories or items. Stuff like Stone Ground Mustard Gas or even something as simple as the Twin Hoe were inexplicably compelling to me in a way that the new items weren't. The lack of in-game visuals for weapons, on the bright side, means I get to design them here.

The enemies were also... there were a lot of them and they were fun, but the first two games emphasized costumed humans (hobos, mimes, clowns, psych ward inmates) over monstrous enemies, and given the character's habit of reminding you that you were often murdering people in the street, it felt like a "thing". New Arcadia had monsters in the old game, but most of the enemies were humans. It felt like the truly weird stuff--the hat spiders and animate trash--were shoved in corners; they were genuinely paranormal, rather than being "six things you'd find in the everyday Arcadian home". Bah! I'm putting too much thought into this.

Thursday, September 13, 2012

The Apocalypt

The Apocalypt is my favorite class from On the Rain Slick Precipice of Darkness, Episode 3. A seer, he predicts an event. Every prediction he makes alters the effect of the final event: when he predicts locusts, the event will deal wind damage. When he predicts boils, it'll cause poison, and so on and so forth.

He's wearing a rough wool robe with an apron that's meant to evoke a doomsayer's sandwich board. Not really, but that would have been a good idea. He's actually wearing it because it's hard to make robes look suitably dynamic.

Saturday, August 11, 2012

PA 3 designs: Carl + laziness apology

Yeah, I've been really lazy with this the last week or so. Welp, that's not going to change, but I am going to externalize this thought so that it's finally outside of my head. Here goes: On the Rain Slick Precipice of Darkness Episode 3 was released. The game was abandoned by Hothead Studios, then replaced by nostalgia engineers from Zeboyd Games, completely changing the art direction, story telling style, combat system, and cast.

Cut from the cast list was our homeless hero, Carl, and gone are the various facets of the original game's fight animations. I'm really enjoying OTRSPOD3, but I still miss those attack animations. Maybe someday it'll get a 64-bit reimagining on the DS like Final Fantasy 3. Where was I? Right, yes, Carl. So, the attacks re gone and with them the attack names and weapon upgrades and other junk that I liked in OTRSPOD. Last year, while I was lamenting the loss of the PA Adventure series, I started working on hypothetical updates, just for fun and because my job is boring.

There it was: rake, then there was a hoe. I think the shovel is a natural progression from there. I've drawn the Steam Shovel before (because I love that pun more than my own imaginary future children) but the Noumenal Shovel still needs to be designed.

Shovel
Steam Shovel
Fitted with all the latest in anachronistic steam technology.
The Noumenal Shovel
I think we can all agree that this is what Plato was talking about.

Primary Attack: Call it a Spade
Tight, close-range swing

1st Special: Mudslinger
Carl shovels some dirt up, then throws it at the enemy

2nd Special:  Make a Hole
Carl hits the enemy several times, stops to rest on his shovel, then hits them some more
3rd Special:  Sodbuster
Carl stabs his shovel into the ground and it comes back out at the feet of every enemy

Gabe Team-Up: Negotiations
Carl chokes an enemy with his shovel while Gabe tenderizes the ribs

Tycho Team-Up:  Dirt Nap
Some stuff happens and some guys get shot. I don't know, man, I'm tired.