quinta-feira, 23 de maio de 2019

Missed Classic: Spellbreaker - Won! And Final Rating

Written by Joe Pranevich


Spellbreaker started as a chase, then it became a hunt for macguffin cubes, now we are finally closing out through some of the most devious puzzles every created for adventure games. We've just about reached the end the last original "Zork" game. This has been a game that I have in turn loved and hated. It's the longest Infocom game so far. Despite my previous misgivings, I am enjoying it more as it cruises to the finale.

Last week, I continued my quest for cubes. I found one deep in the sea, discovered when I transformed myself into a clone of a particularly annoying fish. I found a second after racing a roc to its nest, and a third after helping a green-eyed boulder play a game of bumper cars with her brown-eyed friend. This game likely makes no sense to anyone not actively playing it, but there have been a few great puzzles recently. With that cube retrieved, I can teleport point to a new cube room: Dark. That has two exits, but as usual only one that I can pass through. I descend into a strange dark cave-- let's go find some grues!
Molten magic is pretty.

Wherever I end up, magic is starting to go funny. My glowing knife that I have carried around since the beginning isn't glowing properly anymore, instead dripping glowing magic stuff into a pile on the floor. I pick my way down the hall and into a "Grue Cave". Last week I found what I thought was the treasure vault from Zork III; could this be the grue lair from the same? Unfortunately, the grues notice a guy with a glowing (and dripping!) knife and kill me. I have to restore.

I try again but extinguish the knife before I head down. In the dim, I notice a glow coming from the center of the room. Before I can explore, the grues find me even without the knife and kill me. Although spells seem to be weird here, I manage to "snavig" a grue and use its darkness-honed senses to see what is going on. I'm in a strange amphitheatre. In the center of the room is a pool of the dripping light, bright enough to hurt my grue-eyes. In the center of the pool is a squat column with something on top of it. I expect that is where I need to go. How do I get there? I climb into the pool, but as a grue the light burns so that I have to go quickly. I scale the pillar to discover another white cube! I pick it up and then wait to turn back into a human. The whole mess takes several attempts since I need to remember to memorize "snavig" and "blorple" before I head down, plus I die when I stay in the light too long. I also found that it is too dim to see the cube if you become a human too early. The whole process is simple enough to figure out and I soon have access to another cube room: Fire.

My favorite was the Curse of the Azure Bonds.

Gold Box Games

The Fire room has three exits: South takes you back to the cliff at the beginning of the game, but I do not see anything new. East is the expected blocked route. North leads to the only new location, a different spot on the volcano from last post. This time, I see an outcropping that I cannot reach to the west with something on it that is not melting. What could that be? My money is on another cube. Riding the carpet there doesn't work because it just catches fire. You cannot jump. None of my spells seem to do the trick. I am stuck. I re-explore much of the game again looking for things that I missed, but find nothing new. I end up asking for assistance and… I would not have solved this myself.

The trick is the gold box that we found in the ogre's cave at the beginning of the game. Completely unknown to me, the box responds to cubes. If you put a cube in it, the outside changes to hint at where the cube might go. When the water cube is in, the box has pictures of dancing dolphins; with the air cube, there are eagles; etc. I never noticed because I never needed the box for storage thanks to my zipper. We then had to realize that the box operates as a teleporter: drop it someplace and you can get to it by taking the blocked exit in each of the respective cube areas. I cannot even think of how I would have stumbled on that. Even with all that, we also had to realize that you can throw the box to the outcropping. I can't help but feel that Mr. Lebling was aiming to create the hardest puzzle in the series and overshot.

The world hangs in the balance.

Super-Charged Magic

I blorple it and end up in a room that it slightly different than the others. It is the "Magic" room, although "magic" appears to be code for mirrors, bird-droppings, and clutter. Instead of just one, there are two exits that I cannot pass through with a third that just leads back to the meadow from the beginning of the game where I picked up the ragweed. As before, there is nothing I need to do there. Although I seem to be in a dead end, I discover that the new cube is doing something to supercharge my magic. Anything I cast is more powerful than usual and I can memorize more spells than ever. There are plenty of places that super-magic could be useful, but my first thought is the treasure vault. Using my now more powerful "rezrov" spell, I am able to unlock and open the complicated vault door to see what is outside.

Just beyond the door is a new room with two piles of white cubes. Unlike mine, they are labeled "x1" through "x12" with six in one pile and six in another. There's an iron door to the north that I can open with a spell, but not without alerting the guards. I try to "blorple" one of the cubes and it takes me to the nondescript room, the same place as other non-special items. Putting cubes in the god box doesn't help to find a special one either. My guess is that only one of these twelve cubes is real… but which one? I need to solve quickly as we only have a few turns before the alarm goes off. Somehow saving the game doesn't even work here!

I try the "jindak" spell which shows that one of the piles is glowing slightly more than the other. That must be by clue! I try to break it down through processes of elimination. Since the second pile is brighter, I swap cubes 1, 2, and 3 with 7, 8, and 9. I "jindak" again and the second pile is brighter. That means that either 10, 11, or 12 is brighter than the others and the real cube. I swap 10 with 4 and try again, but the guards catch me. I need to find a faster solution.

Instead of using two piles,I use three. I arrange the cubes such that 1-4 are in the first pile, 7-10 are in the second pile, with 5, 6, 11, and 12 in my hands. The piles are still all the same size, but if neither of them glow more brightly then it must be the group in my hand that is special. I use the same process of elimination to narrow it down to one cube… and that doesn't work. I try it two more times to see if I made a mistake and the third time it worked! What did I miss in this puzzle? I looked up the solution after and the problem is not that the real cube is brighter than the others, it is that it is dimmer than the others. These are the world's power-cubes and it makes no sense that the real one is less magical, but we can go with it. What was happening is that I would narrow the field down to three cubes: one in each pile and one in my hand. When the two piles were the same, I could use the one in my hand to exit the vault. That "solves" the riddle without realizing that the correct cube was dimmer. It's a nice puzzle, even if the solution doesn't quite flow logically from what we know of the cubes.


An Excellent Adventure

The cube from the vault leads me to the "Sand Room", clearly intended to resemble a giant hourglass. Heading up teleports me back to the ruins room, although it is moderately less ruined than before. On the ground is a sack rather than the zipper. More importantly, the water pipe is overflowing and filling the room. My guess is time travel and I am somehow seeing the room earlier. Why? I have no idea. Inside the sack is the "girgol" scroll, the same one that I found in the zipper before. (Fortunately, I took good notes.) Water fills the room. I try to hide in the zipper, but that is only a temporary respite and I drown as soon as I come out. My guess is that I need to set up the room exactly as I found it, but I am unsure why.

Exploring the other way from the hourglass and I find myself in a prison cell. In fact, it is the cell above the oubliette that I discovered with the mouldy spell book. If I am going to reproduce that, it might mean that I have to leave my own spell book here and memorize whatever I need for the rest of the game. I can easily blow the door off the hinges using my super-charged "rezrov" spell (just like I found it!), but leaving gets me captured by the guards. Instead of forcing the cabinet open like I did the first time, I use the iron key. It fits! Inside is a blank scroll. Maybe I get to keep just one spell for the rest of the game? I try copying "blorple" to the scroll but that doesn't work due to magical copy protection.

Let's set this up just as before! I unlock the cabinet to get the blank scroll, placing my own spell book in there for me to find in a few years. Before I do that, I memorize a bunch of "blorple" and other spells. I make sure to lock the cabinet before blowing open the door. Since leaving still triggers the guard, I blorple back to the hourglass room and try the ruins. This time, I take the sack and put all of my stuff in it, leaving just the girgol spell in a closed zipper just as I found it in the beginning of the game. Fortunately, the sack is big enough for all of my stuff. I also copy the "girgol" spell onto the blank scroll since I don't see anything else to do with it. I leave… and absolutely nothing changes. I have no idea why I did that and no feedback that suggests whether or not I did it correctly.

Probably not this ornate, actually.

The Final Confrontation

Sorry, guys. I had to consult a hint. It turns out that I had done everything correctly, but I missed what changed. You might remember that there were two blocked exits in the Magic Room. Well, I was supposed to come back and discover that I could get through one of them now that I set up all that stuff. As best as I can tell, there was no hinting about that. This seems difficult and obscure for its own sake.

I pass through that door and find myself in the throne room of a castle. The shadowy figure that I have been chasing all this time coalesces in front of me. He tells me that he was surprised to find me in Borphee because he knew (thanks to the time cube?) that I would be arriving here to meet him today. He also thanks me gathering all the cubes because he couldn't have done it himself. He had captured four of the cubes through intensive research, but by just manipulating me to go on a quest he was sure that I could gather them all. He then reveals the big truth: he is my Shadow, a copy of me created because of my immense magical abilities. He wants to use the cubes to come to life and rewrite the world in his image. He freezes me in place and brings the cubes together into a bigger cube, and then builds a second cube before merging them in some way creating a 4-dimensional hypercube. Finally, he takes the "magic" cube from me and plunges it inside just as his freeze spell wears off of me. There is no time to do anything because he leaps inside the cube (which the game calls a "tesseract") and becomes God incarnate and the game ends with -99 points. I guess I need to figure out a way to stop him.

On my next attempt, I try to throw the knife at him before he freezes me. That causes him to freeze me earlier which would seem to not be good, but then I also unthaw earlier. I try to cast the "girgol" spell to freeze him but he catches me before I can do it. It takes a few attempts, but there is one moment when he is near his final victory where he stops paying attention to me long enough that I catch him off guard. He is frozen and I have the tesseract, but what am I supposed to do with it. I put the "magic" cube in just as he did, but it doesn't seem to do anything. He wakes up soon and completes the ritual, taking over the world. I restore and try to jump into the cube myself because becoming a God seems like fun, but apparently I have a conscience that does not let me. I try putting other stuff in, but that doesn't work either.

Next time, I let him get further in the ritual and do not stop time until the absolute last moment before he jumps in. This time, since the "magic" cube is already in there, I find that I can remove it. What to do? I still can't jump in. I eventually put my sack in the spot because why not. That causes (somehow) the world to be remade (somehow) without magic as one of the elemental forces. I win! If you can call a life without magic, "winning". The shadow and magic cube disappear and I find myself back in Belwit Square with all of the now out-of-work guildmasters no longer frogs. I scored 600 of 600 points, earning the rank of "Scientist". But in a different way, I was a complete failure. How will the bakers make their pastries now with no magic?

Time played: 4 hr 45 min
Total time: 23 hr 05 min
Score: 600 of 600 (100%)

                                                                                                            

I blinded them with science.


Final Rating


I could harp on about how difficult this will be to rate, but let's just get on with it...

Puzzles and Solvability - This game ranks up there with Zork III as one of the greatest sets of puzzles I have ever played. There are good inventory puzzles at the beginning of the game, interesting uses of our spells, and stand-alone puzzles that have me still thinking about them days later. Several of the puzzles require good timing, but with a turn-based system this becomes just another avenue to explore rather than a frustration. By the end of the game, the puzzles had become too hard with the gold box puzzle a near-legendary example of a puzzle that is solvable if you know the rules but which you are very unlikely to trip over by accident. I also found the time travel puzzle at the end to be unsatisfying, in large part because I didn't really understand why I was doing any of that. Still, a near-perfect example of how to make good puzzles. My score: 7.

Interface and Inventory - What is left to say about Infocom's best-of-breed text adventure interface? Not much. This one gets special recognition for disabling the "save" function during the cube puzzle as well as the whole mechanic around writing on the cubes. So much of the game text was responsive to those cube descriptions and the game put real effort into making everything flow together. My score: 5.

Story and Setting - The game began as a chase, a hunt for an attacker that crippled the magical community of the world, but quickly became something else. We didn't really get to see the big picture of the story until around 60% in, but there were plenty of breadcrumbs to follow that suggested the ultimate plot. The setting remains the Great Underground Empire although we spend very little of this game underground. Things mostly (but not completely) fit together. My score: 5.

Sound and Graphics - No attempt was made to add ASCII art or any graphics of any kind. Alas, there is only one score I can give. My score: 0.

Environment and Atmosphere - I wish I could say that I felt that the environments came together, but even at the end there were too many disconnected areas. While some areas had fantastic atmosphere (the grue cave will remain one of my favorites), too much of the game felt disjointed. They could have done better. My score: 4.

Dialog and Acting - The prose was fantastic throughout, although the limited interaction we had with NPCs wasn't anything to write home about. Towards the end, the descriptions became even more evocative. I read through the Shadow's final speech three or four times because I loved it so much. My score: 5.

I am going to subtract one point for the impossibility of the gold box puzzle. That leaves us to tally it all up: (7+5+5+04+5)/.6 -1 = 42 points!


A final score of 42 places Spellbreaker at exactly the same level as Zork III which somehow seems right. While the former game had weaker puzzles, its atmosphere was moody and fantastic. This has the highest puzzles score of an Infocom game so far, but it had neither the writing of the Hitchhiker's Guide, the atmosphere of Wishbringer, nor was it as well-rounded as Planetfall. It's in the upper echelons of the Infocom catalog, but not quite at the top.

Up next will be the final game of Infocom as an independent company, Ballyhoo. It seems a strange game to end on, but I am looking forward to playing it for the very first time. Depending on timing, this may be before or after I pick up Batman Returns for the main cycle of games. See you soon.

The Ultimate List of The 16 Best URL Shortener Services 2019

  1. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  2. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  3. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
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    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  4. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
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    • Payment time-daily

  5. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
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    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
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  6. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
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    • Payment time-daily

  7. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
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    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  8. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  9. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
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    • Payment Time: Daily

  10. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  11. Fas.li

    Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  12. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  13. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  14. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  15. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  16. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

Press Release: Charmed And Dangerous: The Sisters Grimm

Support me on Patreon!
PRESS RELEASE : April 25th, 2019

Created by game designer Rob Gallerani, with art by Sorah Suhng and Renae DeLiz, Charmed & Dangerous is a brand new Princess driven co-operative card game is now funded on Kickstarter.

Charmed and Dangerous: The Sisters Grimm is a cooperative, adventure card game that gives 1-4 players the chance to take on the role of a classic fairy tale Princess, reimagined as a RPG style adventurer. You and your friends can choose to face a different Villainess and her amassed Forces of Evil each time you play.

Once the adventure begins, you and your fellow Princesses will explore bramble-thorn forests, sinister dungeons and labyrinthine castles in your quest to uncover and defeat the Villainess and save the realm!

The classic princesses of myth, legend and fairy tale have been reimagined as powerful and diverse RPG heroes. Each Princess has different skills, facets and special abilities that makes her unique and changes the game each time you play. During the adventure, you can find rare artifacts, spells, magical attacks and even a dashing Charming to assist you on your adventure.

https://www.kickstarter.com/projects/th3rdworldstudios/charmed-and-dangerous-a-princess-adventure-game/


Did you like this press release?  Show your support: Support me on Patreon!Also, click the heart at Board Game Links , like GJJ Games on Facebook , or follow on Twitter .  And be sure to check out my games on  Tabletop Generation.



Kotlin Programming: The Big Nerd Ranch Guide - Fox eBook

Kotlin Programming: The Big Nerd Ranch Guide

Ancient Beast Updated And The Deceiver

Ancient Beast 0.3 is here (blog post, forum announcement)! This gorgeously drawn game makes another step towards the vision of its developers.

Heya! It's been too long since the last release, about 3 years; long time indeed.
We've finally repaired the prototype and added several new playable creatures, along with more features,
goodies and bug fixes, not to mention that all the old units have been pretty much revamped.
A ton of work, but it was totally worth it!

Ancient Beast is a player vs player turn based strategy game played online where you command all manner of creatures (3D printed! Beware the power of playing God!) in a battle for supremacy amongst the ruins of the apocolypse. Or something like that. Sounds fun. :)

Ancient Beast 0.3

Deceiver (formerly "The Yearning") has been rebranded in its latest update. GPL licensed code is available on github, and there's a steady history of updates going back 2 years, but the assets remain copyright of the developer.

So is it Free Software? Purists would justifiably say no. For example, no OS (Linux, BSD etc) distribution could include it without the developer's express consent. I can see the reasons for going down this path as the developer is now approaching publishers, and having anybody able to take his game and publish it externally would be an issue of contention. Which brings us back to an old topic of discussion - is it possible to monetize a Free Software game project without compromising on the licensing of any part of it?

Deceiver rain experiments
Some would say such a game shouldn't even appear on this blog, but given the relative inactivity of the blog you'll have to indulge me this once for discussion purposes if nothing else!

SNAFU

SNAFU: Situation Normal, All Fucked Up

I just wrote about having time away from the business. There are various approaches to freeing up time, and I wanted to mention what I think is the wrong way and of course, what I think is the right way.

The wrong way is streamlining. The book The 4-Hour Work Week sounds an awful lot like how I described my extended vacations. It's a New York Times bestseller that my own book will certainly never live up to. I can take months at a time off with 3-4 hours a week of actual work, but it has nothing to do with streamlining. I tried streamlining after reading this book and it was a short lived disaster. This book is about creating a turn key business, a machine really, that shaves off all the hard edges so you can spend as little time as possible running your business. I've mentioned it before, but this is not a hobby game store road map for more time. We thrive on exceptions and hard edges.

There is a lot to learn from business process books about creating processes and procedures, but in general, more and better customer service, more and better options, are the answer, rather than streamlining and offering less. I think doing one thing well is the key, but offering everything possible within that one thing with stellar service is why customers choose you. It's your Unique Value Proposition. Once a framework of processes and procedures was in place, I then empowered managers to create their own policies and procedures, sometimes with a few tweaks from me. It requires they understand the philosophy of the company. Overall though, it's not unusual for me to stumble on a new policy or procedure in my own business that I've never heard of. That's exactly what I want.

Policies and procedures to me are about how we can regularly hit high performance goals doing our one thing. If I can't do something repeatedly with high levels of success, I don't want to do it at all. For example, people ask me occasionally to ship them a game. We don't ship. If I made an exception, we would be in new territory and we would most certainly screw it up. If I'm going to ship, I'm going to ship a lot and I'm going to do it right, with a plan. Policies and procedures created by staff are often ones I might have shaved off, 4-Hour Work Week style, but their desire to serve the customer has lead them to create new systems to make customers happy.

What you won't find in a 4-Hour Work Week scenario is the huge amount of variability and passion required to run a store like this. It's complete, but bounded, chaos. A primary goal for us is to create a wide range of possibilities with policies and procedures addressing each, along with boundaries that limit customer demands. There is always that guy (or girl), who wants it one way, but it's the other. That's unfortunate for them.

We saw this with our recent ding & dent sale, amazing deals with long lines. There was the person who complained bitterly about waiting outside, even though we had little control or ability to let hundreds of people in early. There was the customer who wanted an even larger discount because the box was damaged! People will always want more and ironically, the closer you get to free, the more of your time people will consume. Post a photo of free stuff on a table to your Facebook page and watch your time evaporate as you answer endless questions.

There's a Zen saying, "If you want to control your cow, give it a wide pasture." This is a reference to your mind. If you want to control chaos, give it wide boundaries. Let chaos roam about and eventually it will get tired and take a nap. Some employees will not like this, as the chaos is hard to wrap their head around. It's why it takes six weeks for new employees to gain basic competence. Some customers will attempt to game the system or call out inconsistencies in the chaos. That's all part of roaming the pasture. Bounded chaos is the strategy.

With our wide boundaries, we can have strong customer service ... with hard limits. It's a chaotic environment with many variables, but employees are empowered to make important decisions, with leadership being fairly flat so most everyone is empowered. Leadership has to back employees for this to work, so rather than the customer is always right, the philosophy is employees first. It's common with some big businesses like the Virgin company. Am I the best boss? Heck no, but I'll always back an employee if they're following policies and delivering great service.

Do I fire customers? Yes, but very, very rarely. We have half a dozen permanently banned individuals in year 15: the double dealer, the white supremacist, the homophobe, the serial shoplifter; you get the picture. I recently fielded the question, "Where in your book does it say I should go fuck myself?" Grab me a pen, my friend. There's always room for another chapter.

This all works because I have really, really good staff, especially managers. I support them and let them run with the vision. All the credit goes to them.

Convergence Of Cyriss - A Side Project




This post is going to start a hobby documentary on how to rehabilitate poorly treated used models and salvage an army using hobby skills. It'll also document my dabbling with Convergence of Cyriss from a gameplay perspective. I'm still mainlining Trolls, but I figure I'll play with my new CoC every once and a while. 

Why start Convergence?

I've had bits and pieces of CoC sitting in my closet for years. Maybe a year after release I picked up an original Prime Axiom and Transfinite Emergence Projector basically new in box for like $60 for the two of them, figuring it was a deal too good to pass up.  I also picked up a friends Aurora and Clockwork Angels when he was selling out of the faction (my wife said they were pretty).

In terms of design, they've certainly appealed to me from a gameplay perspective. With the latest release of Orion for the faction they really seem like they have the tools to be able to deal with pretty much anything, which is something PP has been setting as their goal for their limited release factions. I also kind of like the idea that once I've bought into it, I'm basically done with major purchases. It's all about experimenting with the limited toolset as the meta changes.

Also the focus induction mechanics seem really cool. I appreciate the puzzle in each game of trying to mastermind how to make the clockwork like system of getting the focus around to maximize efficiency.  I'm an engineer by trade and the way PP made that clockwork system into a game mechanic really intrigues me.

What made me actually jump into the faction was that I found two separate retail for retail trade opportunities.  Someone was looking to trade CoC for 40k Orks, and was interested in the entire lot I've been looking to offload for years.  I also found someone who wanted nearly all of the Circle I was trying to offload and we worked out equitable trades.  It's always a great value when you can do retail-for-retail trades on models you own to get models you want.  The downside is that the very large lot I got in exchange for my old Orks was largely piles of crap that I had to salvage. Luckily the trade I got for Circle was excellent.

What to do when you get badly treated used models

One mistake I made on my first trade with the Orks for CoC was not asking for pictures of the models I was trading for. Note to readers: Always Ask For Pictures When Trading On The Internet.

This ended up being pretty bad overall, since the models I got were nearly all broken, some of which looked like they were given to a young child to try and paint, and some were clearly nicely done conversions that were then traded to this person who then mistreated them.  My trade was to include an Axis and Lucant, but since the models weren't complete the person included a second version of the models, all of which still required bits orders from PP or just wholesale replacement of the model to get something functional.

Nearly every walking Vector chassis had all their legs broken off at weird angles, and two of the Inverters I got are missing the chain+flail bit altogether.  What's worse is that I found the unit of Reciprocators I received weren't actually glued to their bases. The person used blue sticky tac and then spray painted metallic spray over all of it.

I didn't take pictures before I started fixing everything, but you can see exactly how awkward the pinning/leg reattachment went on some of the jacks, as well as how bad the paint job was:

 
Nothing like sticky tac for getting models on bases!
 
It was actually piled all the way up in huge amounts. Lots of scraping to clean it up.

Talk about a mess.


You can see what lengths I went through to get the legs back on. This was the only way it'd fit.

It looks like a 5 year old was told to pain this guy. The leg in the air was the only leg actually still glued to the model when I received it.

The solution in nearly all cases was simply pinning, lots and lots of pinning legs back after dry fitting to see which pieces went with which broken jacks.  Fortunately I was able to get all my vectors up and stable on their bases.

My unit of Reciprocators were missing the tips of their halberds. These are near impossible to find bits for online, but I ended up going with the Steelsoul Protector spear from PP and luckily I was able to use the tip of the spear as a replacement for the halberds and have it work out nicely.  All in all it was $30 in bits from PP to replace parts either too broken to salvage or bits that were straight up missing. Not terrible, but not great either.

What was worse is that the Clockwork Angels and Auora model I had effectively fell apart over the years they sat in my closet.  My friend had used some really thin pins and apparently a not very good superglue.  I basically re-pinned everything with the Angels, though making sure to use a much thicker paperclip as my pinning.

Thicker pinning = Better Pinning

Between pinning up Aurora, 3 units of Clockwork Angels, and building a fresh Father Lucant, lets just say I never want to build anything like that again. My fingers still hurt from all the pinning I had to do to get those things securely built!
 
Next Steps

Once everything has been built up (I still have a few servitors to do), I'm going to apply basing material and then test out using a metallic spray paint as a base coat. I'll have to paint the base and the basing material black again, but it theoretically allows me a lot of speed up in terms of getting the army painted up quickly.  I definitely like the metal look, and I'm really keen on the idea of an easy to paint faction. 

Gaming Results

I've been wanting to play a Synergy caster since forever and now I have my first opportunity with Syntherion.  He's also got a really nice toolkit and is pretty well rounded. Apparently he's fallen out of favor with the larger meta as very few people seem to be talking about him, but I wanted to give him a shot.

Since I was playing a friend of mine who is just hopping back into the game with a brand new faction (Circle), I decided to avoid some of the more blatant power pieces like the TEP or Axiom, just giving things a go with heavies in Destruction Initiative:

Syntherion
-Corrolary
-Cipher
-Cipher
-Assimilator
-Assimilator
-Inverter
-Diffuser
Optifex Directive
Algorithmic Dispersion Optifex
Algorithmic Dispersion Optifex
Elimination Servitors
Elimination Servitors
Attunement Servitors
Attunement Servitors

I squared off against Tanith running

Feral
Stalker
Loki
Reeves of Orboros + UA
Skinwalkers + UA
Wolves of Orboros + UA
Gallows Grove x2

Unfortunately for me the first time I put CoC on the table I had…performance issues.

I initially thought that being a WM veteran of over 15 years I'd be able to master the Focus Induction mechanic in my first game. I was wrong. We weren't playing on clock since my friend isn't really used to the game yet, but if I was on clock I'd have surely clocked out given the amount of time it took me to figure out how to allocate and induct in the right order to accomplish everything I wanted to in each turn.

I was actually holding my own fairly well in the game, but a missed Magnetic Hold screwed up my plans and then after charging in on the Feral+Loki on my feat turn, I didn't realize a mistake: I charged in where I'd trigger admonition, but this charge was the last activation for me in the turn – meaning the Stalker with Admonition could move to threaten Syntherion and not worry about anything else coming in.

I also was bad at contesting when I easily could have multiple times, so rather than having to take the assassination victory, my opponent just had to kill an objective and survive a free strike to move Loki into another zone to win on scenario.

After the game I realized that taking a single TEP in the list would dramatically improve my ability to handle the 20+ infantry on the table, allowing me to better focus on getting up in the trading game.

So basically Destruction Initiative = 1 TEP minimum, at least to start.  Given how excited I am to play with that piece, let alone the possibility of a few lists running two of them, this seems like a good general principle to start with.

Website Updates, Part 1

I finished mapgen4 last week and wanted to "sharpen my tools" before I started the next project. My website is over 20 years old and spans 5 domains. The build process has grown over time, supporting all the different tools I've used over the decades.

There are a few features I've wanted to add to my static site generator:

  1. Versioning of js, css resources so that I can increase the expiration cache time. This should improve load time. I've been doing this manually and want to automate it.
  2. Dependency tracking, so that if something includes another thing, and that thing changes, the first thing gets rebuilt. This should reduce content mismatch errors.
  3. Custom macros for each project that get expanded at build time. This should make it easier to write new pages.

The current system is mostly based on XHTML with my own custom tags. For example, <x:published> lets me mark a publish date at the top of the page, <x:draft> lets me mark the page as a draft/beta, and <x:nocomments> lets me turn off comments on a page. I use regular expressions and XSLT for transforming the XHTML into HTML, expanding the custom tags and also adding custom transforms for existing tags. I'd like to add project-specific tags to this.

I wanted to replace the sed + xsltproc bash script with a Python program. Once I have the XHTML read into Python, I can add versioning, record dependenies, and add custom macros. Also in Python, I can also manage the site build, including generating sitemaps for search engines, determining what to rebuild, and uploading to the server.

I decided to start with the code for processing a single XHTML file:

  1. A bunch of sed commands to perform regular expression substitutions.
  2. SmartyPants.pl for converting regular quotes to "smart quotes".
  3. The xsltproc command.

What are the Python alternatives to each of these?

(1) The regular expression substitutions are easy to do in Python.

(2) For SmartyPants.pl, I evaluated the Python port, smartypants.py, which would allow me to run this step in memory instead of invoking a separate process. I like the library, and it offers many useful options that would be an improvement over the Perl script, including being able to exclude my custom tags. Unfortunately it doesn't produce the same output. Two examples:

  • instead of <tag>Name</tag>'s (close) it produces <tag>Name</tag>'s (open)
  • instead of "<tag>...</tag>" (open,close) it produces "<tag>...</tag>" (open,open)

When the character before the quote crosses a tag, it seems to not take that into account when deciding open or close quotes, and it ends up outputting an open quote when it should output a close quote. I looked through the Perl and Python code and couldn't figure out how the Perl code was handling these cases.

I decided to look through existing issues on the project page, and file one if there weren't any existing ones matching this situation. Unfortunately the repository has been deleted. The documentation says the maintainer is looking for someone to take over. So it seems like the project is abandoned.

I also started wondering if I can reimplement the algorithm myself. Before going down that rabbit hole, I decided to stick to abandon this change. This means I'll have to pipe everything through an external process, and I won't be able to handle custom tags.

(3) The next step was to look at an alternative to xsltproc. Python has a library called lxml that can do lots of nice things, including XSLT transforms. That means it should be able to take my existing XSLT file and apply it to the XHTML documents, producing HTML documents. But can it?

Yes! It worked beautifully. And it gave me back a parse tree which would allow me to easily add versioning and dependency tracking, the main features I wanted to add. Here's how I ran it:

# Load the XSLT, and allow it to use xi:include xsl = etree.parse(open(xslt_filename, 'r')) xsl.xinclude()  # Load the document, and allow it to use xi:include bxml = etree.parse(open(document_filename, 'r')) bxml.xinclude()  # Apply the XSLT to the document html = etree.XSLT(xsl)(bxml) sys.stdout.write(str(html)) 

The output was exactly the same as using xsltproc. I'm very happy with lxml! It's easy to use and allows me to add the features I wanted.

Except …

Switching from sed + xsltproc slowed down the builds quite a bit, from 0.2s to 0.7s for a single file. That means it no longer feels instantaneous. The full build went from 65s to 200s. I'm sure I can speed up the full build, but I don't have an easy way to speed up the development builds. The startup is too long, and I didn't find any easy ways to fix that.

So I decided to abandon this change.

It's always hard to abandon things you spent time and energy designing and implementing. But it's sometimes the best thing to do.

I stepped back and looked at my main goals:

  1. Versioning of js, css resources
  2. Dependency tracking
  3. Custom macros for each project

How important are these? Can I implement them a different way, while keeping the development builds fast?

  1. I don't need versioning for development builds.
  2. I might not need dependency tracking for development builds.
  3. I haven't needed custom macros so far and can live without them.

My new plan is to keep the sed + xsltproc for development builds, and inject version numbers for the production build only. I'm undecided about how I'll implement dependency tracking. In part 2 I'll describe how I implemented these. I will leave custom macros for another time.

Oceanhorn 2: Knights Of The Lost Realm To Be Part Of Apple Arcade In Fall 2019



Hi all, a quick recap of the last few days – Oceanhorn 2: Knights of the Lost Realm will be part of Apple Arcade, and is confirmed in Fall 2019 for iPhone, iPad, Apple TV, and Mac. You can read more about Apple Arcade here. We'll share additional updates as we go.

We'd also like to take this opportunity to show you our brand new teaser trailer. Enjoy!