The
next round begins with the movement phase, and to stand up again, the
Krissethi must spend his entire movement to get back on his feet.
Realizing the Archaeloid can get to him, the Krissethi uses 1 Stamina
point to Sprint, which allows a character to double-move. He uses his
second move afforded by the Sprint to run his full movement of 5
squares, running away to stand behind a crate, hoping to gain cover
against future gunfire. Meanwhile, the Archaeloid has run to where
the Krissethi dropped prone, and sees the Krissethi sprinting away.
The Archaeloid also decides to spend 1 Stamina point to Sprint, and
he runs his full movement of 4 squares—just enough to put him right
next to the Krissethi trying to hide behind the crate. Archaeloid's
are brutal foes, especially in melee fights, so it is looking like
things are about to go very badly for the Krissethi. But the
Krissethi has a few surprises and tricks up his sleeve, so it's
really hard to say how this is going to go. The entire battle has
already been recorded on a warehouse security camera, so find out who
wins the fight in this video:

As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, October 9, 2015
Thursday, October 8, 2015
Krissethi vs. Archaeloid Combat (part 4)
To
pick up where we left off yesterday, we're still waiting to find out
who succeeded and who failed in the gunfire exchange. The Krissethi
dove for cover and is prone on the floor—that dive through the air
gave him a +1 against Ranged Dodge, which was just enough to avoid
the Archaeloid's attack with the Urban Warrior—the bullet whizzed
past the Krissethi and punctured a metal crate behind him. However,
because the Krissethi had spent his movement phase aiming, his +1 to
attack essentially negated the +1 to Ranged Dodge the Archaeloid
gained from the Sidestep talent, and the thorn bullet successfully
hit the Archaeloid. Erwani Thorn pistols do 3 points of damage, and
the Archaeloid has natural armor of 2, which is basically damage
resistance. Only 1 point of damage goes through, so the Archaeloid is
just Lightly Wounded. However, 1 point of damage was all the
Krissethi needed for his bullet to deliver the Jitters poison into
the Archaeloid's nervous system. In 1 more round, the poison will
take effect and the Archaeloid will suffer -1 to all of his skills
for the next 2 hours!
Wednesday, October 7, 2015
Krissethi vs. Archaeloid Combat (part 3)
The
Krissethi decides to spend his Movement phase aiming at the
Archaeloid to give him a +1 bonus to hit the heavily-armored alien.
The Archaeloid walks forward, not seeing the Krissethi at first, but
when he finishes his movement, the Krissethi is in his line of sight
to the right. During the Action phase, both attack
simultaneously—there is no turn order in Solar Echoes because all
attacks resolve together. The Krissethi fires his Erwani thorn
pistol, a weapon preferred by assassins because of its ability to
deliver toxins to the target. At the same time, the Archaeloid fires
his Urban Warrior pistol at the Krissethi, who is now in full view.
The Krissethi uses his Reaction, which may interrupt any move or
action but may only be used once per round. The Krissethi's reaction
is to Dive for Cover, which gives him a +1 bonus to his Ranged Dodge
as he dives for an adjacent square, the only downside being that he
ends up prone in that square. The Archaeloid also uses his Reaction,
but he has a slightly better version of Dive for Cover—a talent he
selected called Sidestep. The Archaeloid also moves one square and
gains a +1 bonus to Ranged Dodge, but he stays on his feet instead of
ending up prone. Find out tomorrow who gets hit by an attack and who
manages to dodge!
Tuesday, October 6, 2015
Krissethi vs. Archaeloid Combat (part 2)
We
find our two combatants facing off in a warehouse, with only a few
scattered shipping crates to use for cover. The Archaeloid is on the
side of the law, and he prefers a straight-forward fight, but the
Krissethi smuggler knows better than to take the powerful Archaeloid
on directly and has positioned himself behind some cover. As the
Archaeloid angrily prowls the warehouse searching for the Krissethi,
he must make an Awareness check vs. the Krissethi's Stealth in order
to see the skulking reptile. As the Archaeloid nears, the Krissethi
is positioned behind a crate well enough that he has 3 points of
cover (meaning that out of any line drawn from the corners of the
Archaeloid's square, only 1 out of the 4 can be drawn directly to the
Krissethi without passing through the crate.) In Solar Echoes, you
can't stealth in plain sight--the Krissethi could not have made a
Stealth check if he didn't have at least 3 points of cover, though he
could also stealth if he was in darkness, smoke, or otherwise be
completely out of the Archaeloid's line of sight.
Monday, October 5, 2015
Krissethi vs. Archaeloid Combat (part 1)
Just what is going on under the hood in the Solar Echoes combat system? The game moves fast, but there are a few quick calculations conducted to measure skill and chance. Each alien race has its own set of attributes, which determine the number of dice you can roll when attempting a skill check. You may only consider the roll of the highest die, but the more dice you roll, the better your chances of rolling high. After the roll, you may then add in any skill ranks you have invested in the relevant skill, the limit of skill ranks being the current level of your character. It sounds like a lot, and when written out it looks a little busy, but the simplicity and speed of this system keeps the Solar Echoes combat engine running fast. This week, we'll take a glance at some combat between two characters as we lead up to a short video showing their combat. Who will win? Place your bets now!
Friday, October 2, 2015
AI in Video Games (part 5)
How
will AI influence and change video games we play in the future? PC
and console hardware is getting more and more robust all the time, so
game developers are now facing new territory—games so vast that
they might not be able to fully playtest it before release. In the
recent past, many big-name game releases have been plagued with bugs
at the beginning, and developers scrambled post-release to patch the
problems that the gamers discovered—bugs that the developers
themselves couldn't possibly have discovered in the limited time they
had to produce the game. Once a game releases, hundreds of thousands
of gamers will be playing it, and if there's a bug to be found, it
won't take long. Consider the cost of hiring even a small portion of
that number of gamers to playtest a game—we'd rarely see any games
hit the market. The cost of an AI program, however, is much more
reasonable, and an AI can fully explore and test a game, reporting
back with data on all encountered errors. We may be seeing bigger and
better games released to the public much faster than we've seen
before, and these AI tested games are likely to have fewer bugs.
Imagine starting up a new game and being able to play it right away,
instead of waiting for an hour while a huge update patch slowly
downloads. Hard to imagine these days, but it's the wave of the
future!
Thursday, October 1, 2015
AI in Video Games (part 4)
Developers
at Hello Games are also using AI to test their game, No Man's Sky, a
procedurally generated universe so huge that thousands of players
wouldn't be able to playtest everything. Even the developers
themselves have admitted that the game's universe is so expansive
that they haven't even seen everything. Normally, no publisher would
release a game with content that developers have not personally
inspected and tested, so how can a game this large be released to the
public? The nearly infinite algorithm used to create the game's
universe produced tens of millions of planets with unique lifeforms
inhabiting the planets, dynamically breeding as time progresses. The
developing team could not possibly playtest the game and see
everything the algorithm had created, so they designed virtual,
automated AI drones that journeyed throughout the game universe,
taking screenshots and sending them back to the team for viewing.
With procedural generation, huge amounts of game content can be
created without the need for hundreds of dedicated developers, and
with AI playtesters, games can be tweaked and bugs fixed without the
need for thousands of hours of playtesting.
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