Testing weapons at our virtual shooting range

As you've heard us say many times before: realism in combat is going to be the calling card of our new game, Spy DNA.

Of course, this means that we need the weapons to be as realistic as possible, so we built a kilometer-long virtual shooting range to test them in the world of our game. We brought some pistols and rifles to try out, and took some screen captions for your enjoyment.

To dial in the weapons, we used real-world data from target shooting competitions. For example, the current record holder at 1000 yards is Tom Sarver, who shot a 1.403 inch 5-shot group in 2007. So we took his group size for a base line when writing the code that determines where the bullets land at a given distance.

Tell us what you think in the comments!

All our base are belong to you

One of the levels you'll be revisiting often in our new game is the base, where your characters can equip weapons, add new genetic enhancements, and heal combat injuries.

Here are a few screen shots from the Unreal Engine 4.10 level editor for you.

This here is the office area of the Crolimax Lab, where the researchers work. It looks very much like a regular office, because that's what it is!

The lab houses a secret vault with cryogenic suspension capsules where our genetically-enhanced agents can rest and recover between missions.

Things get a little more intense in the secret underground facility, which can be reached from the back of the Crolimax lab.

The underground base has virtual reality training facility, where the agents can hone their skills from shooting and hand-to-hand combat, to hacking, and safe cracking.

The Crolimax report: December 2015

December is usually the time to kick back and slow down for the holidays, but not here at Shy Snake! We’ve been busy building Spy DNA, making new levels, models, and character behaviors.

In the weeks since our last update, we’ve focused on finishing the first draft of the game “screenplay,” AI, realistic damage, and additional weapons and forms of combat.

Story

As of today, we’ve cleared a major milestone: the first complete draft of the game script is finished!

Screen capture from a demo level

Screen capture from a demo level

What does this mean? That we’ve got the entire story arc outlined and every level that moves the story forward described in detail, with character dialogue and different action options.

The script is a little over 31,000 words long, and 190 pages at this point. We’ve got the game spanning four chapters, each chapter about fifteen levels long:

  1. Character creation and background
  2. Game premise introduction
  3. Investigation and pursuit of the bad guys
  4. Escalation to final boss fight

The game is focused around the protagonist (the character that you create and play throughout the game) uncovering an espionage plot and pursuing the evil guys across the world to prevent classified tech from falling into the hands of a rogue government.

As the story develops, complexity and battle intensity grow to continue challenging the player while their skills and attributes grow.

We’d love to tell you much more about it, but we don’t want to spoil the game for you, so the last bit we’d like to share is that we expect the script to grow by at least another 50 percent or more as we add deeper dialog trees and extra side quests. We can’t wait to share the game with you!

Level design

The script has 45 levels in it, give or take, which cover the main storyline from start to finish, and this number will only continue to grow as we add side quests. Each of these levels is a detailed 3D map living in the world of Spy DNA fifty years in the future, with landscapes, buildings, cars, and of course people!

Screen capture from the level design editor

Screen capture from the level design editor

Level design is what will take an enormous amount of time from today on, all the way to the beta release, after which we expect to focus on polish, and not add any more content.
If you wonder what level design looks like, here is a screen capture of Alex working on one of the early levels on the game, which takes place in an apartment complex.

The Crolimax secret base is going to be one of the maps that the player will return to after most missions, to both heal from any battle injuries as well as to receive intelligence reports and new genetic enhancements. This map is what we’ll be focusing on this week, before moving on to getting the character creation working. 

These three levels (character creation, Crolimax base, and the apartment complex) will become our first playable demo, which we’ll make available to a small group of players who we’ll look to for feedback and suggestions.

AI

A good Artificial Intelligence (AI) is critical if we want to make the game fun and challenging for players, whatever difficulty they choose. The AI will control both the enemies as well as neutral and friendly NPCs, and be able to adjust on the fly, based on the player’s actions and commands.

Getting the AI to do all the necessary things for the playable demo is another one of our main goals this month and next.

Combat

Of course, what would a strategy game be without combat? We’re getting to the point where we’re pretty happy with how our projectile weapons work, and are now switching gears to create a hand-to-hand combat system for those situations where you want to avoid attracting attention with gunfire, or just don’t want to shoot any civilians.

The villains are driven by the in-game AI, which makes them act in response to player actions

The villains are driven by the in-game AI, which makes them act in response to player actions

On a side note, the grenades also work now, and you can see how that looks in the level design screen capture that’s linked above. Now that we have grenades, adding destructible objects to the game is our next priority, because seeing things blow up is half the fun in throwing a grenade, right?

All in all, we’re quite happy with the progress we’ve made this month, and are looking forward to sharing more with you next year.

Happy New Year from Shy Snake!

Movement and encumbrance

Everyone who has played the typical RPG is familiar with the way most games model encumbrance: Your character has a “carry weight.” Add anything to your backpack, from nothing at all, and up to that magical "carry weight," and your character moves exactly the same way. Go over the limit by even one bit, and in some games you lose the ability to run, or sometimes you can no longer move at all.

We think there's a better way to model this.

What if instead of using the player stats to compute a weight limit, we just compute the walking and running speed for any given weight? Computers are good at math, so this is not a burden to them as it would be to human players playing a pen-and-paper game.

Here’s a rough graph of the results:

Making the speed vs weight tradeoff continuous has a big effect on gameplay. In most games the strategy is to just pick up everything in sight until you are encumbered, then go through your inventory and throw away what you don’t want to keep. With a continuous system now the player will have to decide for every item, if it’s worth its weight.

Encumbrance affects things beyond running speed. Walking can also be slowed and the rate a character loses stamina might change. In addition some actions can be impacted. Some examples:

  • You are trying to pick a lock. Encumbrance will have a minimal effect as a character is not really moving much.
  • You are trying to swim across a stream. It may seem pretty obvious that this is not the best time to be wearing heavy armor or carrying your gold ingot loot.
  • Bicycle riding. Some small effect, but like lock picking, the effect will be minimal

Each in-game skill will know how to adjust for any given encumbrance, making for a richer and more realistic player experience.

Here's a case in point: Mythbusters testing encumbrance in a real-world Doom setup. It will go no different for the characters in our game: the fitter and stronger they are, the more they can carry without a noticeable encumbrance.

Can you really carry all the gear of a first-person shooter and remain operational? UFC's Brendan Schaub helps Jamie and Adam find out.

Realistic damage models

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This is part two of the Weapons series. Read Part One: Realistic weapon behaviors.

Warning: This article will be discussing damage to the characters and contain detailed  descriptions of wounds and their effects.

If you played any recent games that involve combat, you’d have noticed that they all use “hit points” to model damage. They may sometimes be called “health,” “vitality,” or “physical condition,” but the underlying logic is the same: You get a number representing how close a character is to death. As a character gets attacked, any damage they sustain gets subtracted from the available hit points, and once you reach zero, you die. Simple, and elegant, right?

Well, simple it may be, but this model is also completely unrealistic. It forces many weapons to be less useful than they should be; it takes away from the challenge of the game; and finally, it turns combat into a war of attrition where the player and enemy take turns shooting each other until everyone on one side is dead. All of these things are undesirable in a realistic game.

Life is full of complex balances and trade-offs, and a realistic game will seek to replicate that as closely as possible. So what is this going to look like when it comes to damage?

Realism

In most games, getting shot in the leg is a good thing. You take minimal damage and otherwise proceed unhindered. That would not work quite like that in real life.

No human has a hit point rating. When people get hurt in combat, they can’t just go on as if nothing happened until all their life points are gone. In a realistic setting, even if all you got was a flesh wound, you’d start to limp at a minimum, but if the bullet hit a bone, you may not be able to walk or even stand anymore.

To model this correctly in the game, our weapons won’t have any damage ratings. Instead they’ll be rated for the type of projectile they fire, and the energy with which the projectile leaves the barrel. From this we can calculate how much energy the projectile loses from air resistance on its way to the target.

If the target has armor, it will slow or stop the projectile. If the projectile is stopped, there may be no damage at all or some blunt damage depending on the armor type and energy involved. If the projectile did penetrate the armor, things will get bad for the target.

In the previous post we talked about accuracy and how hits are determined. So at this point we know: 

  1. where the target has been hit,

  2. with what kind of projectile,

  3. and with how much energy (how fast) the projectile hit.

From all this data we can generate a realistic wound by looking at the body part that’s been hit. The system looks at what organs or structures there are, and calculates how much damage has been caused based on the velocity of the projectile and its shape. It’s possible that the bullet will pass through-and-through, as is common with small-caliber armor piercing rounds. In that case it may hit additional objects.

So now we have calculated one or more wounds, e.g. a broken leg, or a damaged eye, a direct hit to the heart, or an arm flesh wound. Just reading this list, you can probably imagine how each of these would limit a character. Some injuries may have more complex outcomes, when they don’t drop the target outright, but limit the character's ability over time.

Depending on the severity of the wound, there will be periodic heal/die checks. Some wounds will be life-threatening, in which case we’ll calculate a survival chance, and check frequency rate. Passing the heal check doesn’t mean the wound is healed, only that it’s no longer life threatening and the character will survive. Medical aid will change the odds for each wound, improving the chance of survival. Medical aid can also reduce the frequency of survival checks, so in some cases it buys the time to get the character to a proper hospital.

Now that may sound scary, but it should make for a more nuanced and interesting gameplay. You’ll have more options for selecting the right kind of weapons for all members of your party, depending on both their talents and the objective.

Take for example the small concealed pistol. There’s a reason they exist in real life, but in your typical game they are pretty much useless. With this system, they can be useful once more, provided you can avoid the armored parts of your target and hit a sensitive spot.

Same goes for armor and combat tactics. Do you bring heavy armor to the fight hoping to stop any rounds headed your way, or do you rather focus on not getting hit at all? Heavy armor will make you slower and more conspicuous, while light armor or none at all may increase your agility, but makes the consequences of getting shot much more serious.

As a result of balancing the objectives with risks, as the game goes on, every player will end up building a very unique party, best suited to their playing style.

That’s it for today. Our next post will deal with encumbrance and movement.

 

Realistic Weapon Behaviors

Here at Shy Snake, we have a focus on realism. Let us explain how that carries over to weapon design and balance.

The nuts and bolts

We start with the real properties of a weapon, the real basics such as how many rounds it holds. We don’t use “proxy” statistics such as bursts or taps. No weird logic that leaves you with a pistol holding 4 rounds while somehow being as accurate as a sniper rifle.

This means the weapons will have the same realistic controls you would expect in real life. Most will have a single-shot mode. Quite a few have a burst mode, or full-auto mode. You may remember our earlier post, in which we talked about timelines. In a timeline-based model, if a weapon has full-auto mode, it’s 100% up to you how long you want to hold that trigger: fire a short burst or rock’n’roll until you’re empty -- completely up to you.

Accuracy and chance to hit

Here we make a pretty dramatic break with most squad-based strategy games. Rather than using a basic “hit chance” with modifiers for range and possibly cover, we go in a different direction. Our system is based on CEP (Circular error probable).

While it may seem like a lot of fairly abstract math, in practice this concept is very simple to explain.

It goes like this: The player specifies an aim point for a character. The system then calculates based on skill, time spent aiming, situation, and weapon, where the shot actually goes. From there it determines hit or miss.

This also means things such as hit location fall out of the calculation naturally. A skilled shooter with a good rifle and time to aim should consistently miss by just a couple inches at most at normal ranges. That’s probably going to be both a hit AND hit something important. A less-skilled shooter panic firing a pistol is much less likely to hit what they aimed at, and may well be a hazard to those around them.

There are three primary factors that will determine where the shot actually goes.

  1. How well did the shooter do at pointing the weapon in the right direction? Based on their skill, the time they spent aiming, and conditions such as standing, kneeling, or prone.

  2. How accurate is the weapon? Does it put the round right where it’s aimed or does it vary widely on it’s own?

  3. How stable is the round once fired? Does it veer wildly off the intended trajectory?

At typical combat ranges the first is the dominant factor. It’s also where a lot of the gameplay balance for the various weapons happens. The powerful heavy weapons tend to be slow to aim and vice versa.

There's a reason the military carries assault rifles

There's a reason the military carries assault rifles

So just as in the real world, you wouldn’t want to use a sniper rifle to breach a room, just as little as you’d want to use a pistol for picking off an unaware target at long range. These curves are actually generated from the length, weight, and grip of the weapon, and are unique for each.

The player will have a wide range of options for servicing the enemy.

Recoil and burst or full auto fire

Once the player has aimed and begins to fire, the accuracy model continues to be important.

One thing almost all games get wrong, is that burst fire doesn’t affect the chance of the first and consecutive rounds fired hitting their target. In our system, once the first round is headed downrange, the recoil of the weapon is calculated against the shooters stance and ability. This degrades the aim of the weapon.

As a result the next shot will be less accurate; and each subsequent shot will be even less so, until you reach the point where the character’s ability to control the weapon will stabilize any further loss of accuracy. This means that low-recoil weapons are more desirable if you plan to throw lots of rounds downrange in a hurry.

For a look at how our game deals with damage and damage modeling, stay tuned. That’s a subject for another post.

What is it all about?

In the future, all LEDs are blue.

In the future, all LEDs are blue.

Psst! Want to know a secret? I’ve been working on the script for the new game, and got a rough outline done!

Want to know what the game is going to be about?

It’s going to be set in a not too distant future, so you should still recognize the tech. The difference will be, that it will just work. And there will also be lasers and railguns and other futuristic weaponry. And genetically enhanced soldiers.

Right, that’s what the game will really be about: Leading a squad of genetically enhanced warriors in a fight to save the world. Because anything less doesn’t require an international squad of super-soldiers.

So as a player, you’ll have your main character, who is the squad leader, and a selection of similarly enhanced troops to support you. Each of them has a specialty, like sniping or explosives, or maybe even interrogation. Don’t hold me to any of that though, because the game is still pretty much a work in progress, and everything can change. But you get the idea.

Between deployments you and your buddies chill in cryogenic storage pods. Why? Well, on one hand, it’s the future, and apparently it’s the thing to do. Also, if your government-funded project just sank millions into creating a handful of super-soldiers, you don’t want them to just be hanging around aging, so that in ten years you need to make and train a bunch of new ones. That’s just wasteful, and even in the future, the money is tight.

So about that government project. It has a lab and a whole secret base where the scientists can do their research and keep an eye on the cryo-pods, to monitor the cryogenically stored soldiers and revive them as needed. Like, when the world is in danger.

When the game starts, you find your character waking up in their pod, and the lab has obviously been attacked while you were sleeping. The whole place has been turned upside-down and a bunch of people have been shot. Nasty business.

Now, it’s going to be your job to figure out who done it, what they were after, and how to stop them.

Sounds good so far? Wait till you see the rest of the story.

But if you were wondering what I’ve been up to since the last blog update, now you know.

By Alex Maier, Shy Snake founder