Gravity, Shirts, Arena fighting, and More!
Urban Legions Super Hero Role Playing
[info]urbanlegions

What do these things have to do with each other?  Urban Legions, of course!

GRAVITY:  I have adjusted many of the events that pop up randomly in the game so that the player's approval will gravitate back to zero (0).  I realized this when I was ignoring these events testing other things, like the Butter Zombies.  My character quickly turned into a super villain.  With the approval gravity well, players can now do nothing and result in a neutral character, bordering between hero and villain.

SHIRTS!:  A CafePress site is now set up with tshirts (http://www.cafepress.com/urbanlegions).  Currently, two styles are available:  the UL logo on white/light shirts, and the comic book wanted poster (as used on the website's frontpage) which is used on the darker/colored shirts.

CONVERSATIONS:  Players are now able to "talk" with various NPCs in the game.  Each has a default set of topics, and more topics open as the player learns of different sub-plots.  Each player provides their own perspective of a topic, often revealing more details and hints in the game.  There are at least five citizens in the game now, with several more on the way.  And, at least one of the NPCs is attackable (eventually, you will be able to battle any/all of them).

ARENA FIGHTING:  Speaking of battles...  The Astroland Arena is open for combat.  Players can select to fight either a hero or a villain for $100.  Conquer your opponent, and you double your money, and maybe a bit of experience on the side.  Who are these heroes and villains?  Why YOU, of course!  The game takes a snapshot of another player's character, and you do battle against a player-as-an-NPC (PlayerNPC).  Combat does not negatively affect another player's character, and does not change the course of another player's game.

 


Environment
Urban Legions Super Hero Role Playing
[info]urbanlegions

[The following is written by Phillip McCartney (aka interNEKO Ltd. Co.)]

Urban Legions is not meant to be a traditional RPG in the true sense of that acronym. Instead, we aimed more at it being a simulation.  Yes, there are role playing features since you can ‘grow’ your character, and you are your character.  The city reacts to how you play.  That former feature segues into it being more of a simulation.

Simulations are easy to do, but tricky to make right.  You can always make automatons that do things based upon parameters.  These generally end up feeling robotic and lifeless.  Understanding that, we defined what the basic automatons were, and added the ability to add life into them through scripting.  This had a two part advantage and disadvantage to it.

The basic element of Urban Legions are the events. They are the actual sequences that present a story and allow you to react to them.  These come in many varieties, but are all the same at the core.  The simulation determines which events you will encounter.  Even once you are in an event, you may only see a section of it depending on certain criteria.  Everything from character stats, dates, random, and a slew of other criteria determine what happens.  This allows, for example, a player raising an evil character to see an entirely different side of the game as a hero.  More than that, it is easy to spawn events based upon doing something like wearing glasses on your character.

While that has been very powerful, the downside is the amount of content that must be made to cover all the bases.  Early players probably were able to play through what they thought was all the content, when in fact they probably only saw a fifth of it.  Doug has feverishly been adding new content, and the story has grown exponentially.  Just from experience, events are now reacting more lifelike to characters.

We have also be catering to the casual players by adding a few non-simulation items like scheduled events, and multi-player aspects, like the arena.  Recorded achievements were also a welcome feature.

For linear games, it is easy to go from start to finish in design, but with a simulation like Urban Legions, it has been a constant balance battle with story and play mechanics.


Bending Rule Number One - Part I
Urban Legions Super Hero Role Playing
[info]urbanlegions
[The following is written by Doug (aka PegamooseG)]

The first rules of game design is KISS.  No, not the rock group.  The phrase "Keep It Simple, Stupid".  I didn't keep Urban Legions simple as a card game, and I still haven't exactly followed this rule for a browser-based game.  But, that's the beauty of what is under the cover of UL.  
 
The game engine, nicknamed "Splunge", is complex under the covers, but allows a lot of freedom when it comes to introducing new content.  Phil has done an incredible job of programming the robustness of the engine, yet keeps things simple on the outside where simplicity needs to be.
 
What we have kept simple:
One of the aspects of role playing games that I never particularly liked is character creation.  How may people think the same thing I am, which is "Can't I just play the game already?!"  Urban Legions keeps character creation very simple.  Enter a name and a nickname... Go!  
 
We kept the attributes very simple in the character design.  Brains and Brawn.  Playing D&D back in the day, I knew and cared very little about half of the attributes and never fully understood how they were used.  In UL, the character's body is part mental and part physical.  Everything else is derived from that.  If I were to add another attribute, it might be Belief, but I didn't think it's relevant for UL.  
 
I've also kept race, sex, and class out of creation.  The only time I can remember seeing a character's sex used in an RPG was to figure out which bathroom to use (I believe the game was Wasteland for the PC).  At this point, UL is somewhat Brady Bunch, in that there are no toilets. As for race... In a city of empowered beings, good vs. evil is more relevant than the color of the character's skin.  But, for those of you who need race involvement, the story does explain that your character is an Empowered citizen, and many of the other citizens around town are  
Normies (non-empowered NPCs).  
 
Now for class...  In my opinion, why should you be limited to what you can potentially do?  In college, I declared myself to be a Computer Scientist.  Does that mean that's the only thing I can do?  Of course not.  I'm also a writer, a game designer, a rollerblader, etc..  People wear many hats in life.  They aren't just limited to one thing.  I mean, isn't this why D&D eventually created multi-class characters?  So that thieves can cast spells and clerics can steal?  
 
One thing we did add is Approval (i.e. good vs. evil).  It's not that the player is really good or evil, but how they are perceived from the public's view (public being the citizens of the game, not the general playing public).  UL is a game of decision making.  If you make the wrong decision, or if things don't turn out the way you planned, your the public opinion poll rates you and you lose or gain Approval points.  
 
The interface is another thing we've kept simple.  Point and click.  Click on the map to travel to the various locations.  We recently added hover-over to help list the different locations before actually traveling there.  The current spawned events are listed on the side so players know what is happening and where, and they can click on the link to take them to that l.
 
In my next Blog, I'll explain where things were not kept simple, but for good reason.
 

Web Game Design: Perfection
Urban Legions Super Hero Role Playing
[info]urbanlegions

There probably isn’t much different between designing a role playing game for a web page as there is for a tradition console. 

In upcoming blog posts, I am going to start talking about my experience making an ‘enterprise’ level web application and game.

There is an inexcusable design goal that is always set in software engineering to design the perfect set of requirements and features before laying down the first line of code.  It is, however, VERY important to try to design as much as possible.  Many fail because they either do not do enough, or too much.  There are countless books and lectures on this, so I will stop there.

When making an online organic game, it must be understood that it is impossible to fully define all the requirements, or how the game will finally be.  If you can do that, it means the game is on a set budget, and will come to a closure at some time in the recent future.

What is important is to define what will make the first version.  Any new features that come to light you must flag for the next version, no matter how much it burns and stings.  Again, it is impossible to make the perfect game, so to continue to cater to new features is the worst case of feature crepe, and slide.

You must accept from the start the first version of your game will be good, but not your final vision.  Why?  Your final vision will never be had.  It will never exist. When you have the power to add new features, and improve, either through content or features, how can it exist?  Console games have this luxury in that they are burned into a final medium.  Expansions happen, but they add, not alter, existing content and play mechanics.

So it is now upon the designer to make the engine and mechanics as open ended as possible.  That is the design goal, and hearty one indeed.  In fact, designing an engine open enough to accommodate for possible new features and have the flexibility in content handling to be organic is a tough call.

It is also important that I am discussing ‘Organic’ games.  This means there are no real set scripts that direct what will happen next.  Yes, sure, there are scripts behind the scenes, but the overall flow of an organic game grows and reacts to what you do.  This is the direct opposite of most linear RPGs where no matter what you do, the relative same sequence of events happen.  Urban Legions is organic in the sense that you have two huge different play sets depending on doing good or evil, but random, timed, and season events appear, or not, depending on your stats, and what you do in the game. 

It is really difficult to make an organic game feel right.  We have done a TON of massaging to UL, and will probably always will, but we have gotten really close now.  It is six months after release, but when we did release back in December, we made sure it was at least a playable game.
 


From Cards to Browsers...
Urban Legions Super Hero Role Playing
[info]urbanlegions
Years before I started Pegamoose Games, friends introduced me to CheapAss Games.  On their site, James Ernest stated something along the lines of, "If you have a game idea, don't send it to us.  Do it yourself."  I took this as a challenge and a couple years later, after several iterations, I self-published my first game under Pegamoose Games called "Snipe Hunt".
 
After creating Snipe Hunt, I thought up several other ideas.  Many are still on the back burner for one reason or another.  One was a card game which was the earliest form of "Urban Legions".  It was a game in which players could choose to be a hero or villain, acquire powers, and strive for various goals in order to win the game.  As a card game, it was never quite right.  I wanted too much and it quickly became much too complicated and unfeasible.  There were too many elements to make it a card game.  It would have had too complex game mechanics or have been too expensive to manufacture.
 
Later, I discovered Kingdom of Loathing (KoL)...  A simple enough concept... A browser-based RPG.  I tried contacting Jick to see if they had the game engine available to design my own RPG.  Dead-end.  So, I told Phil about KoL at my house warming party (you know... when I moved across the street and two doors down from the old house).  I should have tended to the other guests more, but we both became excited that this was something we could and wanted do.  At one time or another, we've both dreamed about designing RPGs, and we'd talked a few times about collaborating on a project.  This one felt right and was something both of us believed in emensely.
 
Since Urban Legions wasn't exactly feasible as a card game, it seemed a perfect fit for a browser-based game.  But, what kind of game?  It's hard to define UL as one kind of game over another, because it fits many genres:
Casual Play - I still had in mind of a card game that people could play casually.  With the current UL, you can bypass the plot and wander aimlessly saving the day and encountering different characters.
Role Play - The role playing element felt obvious to us, especially since there are few superhero/super-villain RPGs.
Strategy - Try to thwart crimes-in-progress under a limited about of time.  As the character grows, so does the city, and this becomes more and more challenging to keep up with.
Exploration - Wander around a unique city setting of super empowered people and mad scientists.  
Character Development - Starting with a basic template, how does this character grow and change based on the choices you make?
Text Adventure - The Choose-Your-Own-Adventure aspect of the game.  Although, we are actively searching and working with artists to help enhance the events of UL, I like that players fill in some of the details with their imaginations.  It's more like the days of classic D&D in which the text describes the scene and the DM awaits your choice.
 
So... After several lunch meetings, tons of ideas bounced around, and a lot of work, Urban Legions grew into a publicly available browser-based game.  What it has grown into is beyond our original vision.  The ideas we have for UL are boundless.  We have more content and features than we know what to do with.  UL is still growing and continues to amaze us.
 

Hello Everyone!
Urban Legions Super Hero Role Playing
[info]urbanlegions
This blog was created for Phil and Doug to use as a(nother) way to periodically update what we are working on.  The UL News page is for bigger and more general announcements.  This is to let you know some of the things behind the scenes that we are working on.  Or, maybe to bounce a concept off anyone.  Or, maybe just b'cuz.

If you've been playing recently, you probably noticed a sudden surge in random events, some of which you may never have seen before or have not seen in a long time.  Phil did an awesome job of working out the bugs so spawning random events works much better and much more as we originally intended it to work.  Now, he has moved on to some changes regarding traversing the map.  He's added some hover-over text updates to give you a better idea of locations in the city.  We have other changes to make moving around the map better for players, to make it easier to explore without having to spend a lot of Turns.  Speaking of which... Spending Turns will change a bit, too.  But, more details on that later as it is implemented.

Doug has been working on the next Monthly Challenge, which has become much bigger than originally planned. He is still in contact with several artists, but is finding it difficult to actually receive artwork for the game.

Many more good things to come!

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