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92Let’s start by a quick update on our kickstarter journey. We received confirmation from Amazon that our account is valid and that our Kickstarter account is now linked. We also finished filming all the scenes for the trailer and entered post-production tonight. We still have to get Kickstarter’s official approval for our project, but it is coming together nicely.
Anyway, this week, apart from dealing with Amazon and work on the trailer, we did a lot of long term work on our systems. Mostly obscure and arcane thing like speeding up our data structures, cleaning up some code and revisiting our pathfinding algorithms.
This is François at the keyboard by the way. Germain is super-busy working on editing the trailer. He is doing an amazing job so let’s give him some space so he can keep doing it.
This week’s article is about one of my favorite parts of game design: combat systems.
Designing a good combat system for a strategy game is absolutely crucial because every aspect of the strategy will be influenced by how the conflicts are solved. If your system is so random your players can’t tell if their decisions are good or bad, you failed. If there is a significant chance that a single inexperienced footman critical hits his way through an army of mounted spearmen and into another player’s castle, you can be sure to lose your right to call yourself a strategy game. On the other hand, if your game is too predictable, you may end up having the same problem as the guy who invented tic-tac-toe: any mammal intelligent enough to try seriously can find the single unbeatable strategy in about 10 minutes. Fortunately, randomness isn’t the only way of achieving unpredictability. A good system (like Go, for example) can be completely unpredictable without being random nor having a complex system of rules.
Anyways, how can we balance and design a combat system? What sort of compromises do we have to make? In our opinion, there are three big aspects to decide while building a combat system.
Almost everyone knows about the rock-paper-scissor pattern in RTS games.
It is the system in which each unit is strong against one unit and weak against another. The rock-paper-scissor balance is quite simple to understand and generally creates a gameplay about trying to predict what unit your opponent is going to produce. If you can find out or deduce what weapon he chooses, you can use the counter strategy and beat him. That sort of system is nice. It is a simple way to let people try to outwit each other while not having to worry too much about production costs and unit strengths. Everyone is happy and equal, and beginners can find themselves winning from time to time.
The numeric balance, as we like to call it, is a type of combat system where you could say that any single unit can be beaten by the right amount of another one. In other words, it is the “One paladin is worth two footmen” balance. It brings an interesting gameplay for players who like to make calculations and it also allows people to ask themselves “Can I manage my paladin in a way that will make him kill three footmen before he dies?” That sort system can allow for much more exploration and replay value. On the other hand, it demands a lot of testing and tweaking. And since it means not all units are happy and equal, the balance of your combat system will transfer some of its complexity to your production pipeline. For example, if your Kung-fu master is worth ten times your regular soldiers, he should be somewhere around ten times more costly to produce. If you need to have at three monasteries in play before you can start producing a Kung-fu master, maybe he can be just as powerful but only take eight time longer to produce, so as to compensate the fact that you need to create special buildings before you can produce your Kung-fu army.
The third and last pattern we know about is what we call the “Option and Combo” balance. It is what you generally seek to achieve when you create a huge amount of different units or give every unit a huge amount of options. It is often found on role-playing games where you have so many options you can never tell clearly what is best for you without trying them. That kind of system is a strange gamble because it brings a lot of possibilities for exploration and has a nice replay value, but it is also dangerous because it is hard to predict what kind of combos players will come up with. You may test your game during hours, you can never know what someone thinking outside the box will find out. Let’s say your Viking warrior has a fear ability that can be combined with some weird moving japanese temple with a surrounding slowing effect. Together they would make an incredible combo where you can trap your opponents into staying under your archers’ fire. You could not have guessed your players could do it, but now your game balance is broken.

Of course, I am describing that as if you had to choose only one of these patterns. In reality, it is more a list of basic principles you have to understand when building your system. You can have an overall numeric balance with basic rock-paper-scissor mechanics between the different categories of units. For instance, pikemen could be generally good against mounted units and weak against archers, but they could still be wiped out by elephant riders because they are more powerful and expensive than regular horse riders. Maybe you can have a simple rock-paper-scissor balance but spice it up by adding some nice special powers to players depending on their factions. That way, they can choose the right moment to use combos and turn the tide of battle.
Ok, so now you know what kind of balance you want. Unfortunately, it is not the only thing to consider. There are many ways to obtain a certain type of balance in your combat system. I personally like to think of it as a compromise between numerical and contextual balance.
Numerical balance is plain and simple. If you want your pikemen to be good against horsemen, there is one simple way to do it: give the pikemen a statistical advantage on his dice-roll or a damage bonus against horseback units. You want the paladin to be as powerful as two footmen? Give him twice the amount of hitpoints or make him deal twice as much damage. Balancing your system by balancing numbers is easy and rock solid. However, it may sometimes be too solid. Strategy games are not always only about numbers and calculations. They may also be about tactics, opportunity, and reflexes.

Contextual balance is a bit more subtle. If you want your pikemen to be good against horsemen, maybe you can give them a bonus against charging opponents and make charging the main way horsemen attack. This way, pikemen are good as long as your opponent uses his charge attack, but if your are the one using horses and you see your opponent has pikemen, you can find a way around the situation and use your horses in a defensive manner. To make your paladin twice as strong as the footmen, you can give him a regeneration power that allows him to fight long enough to kill two footmen, but leaves him equal to them when the time comes to attack a structure. Another, perhaps even better example, would be the range advantage. What makes archers good against footmen is not a matter of numerical bonuses, it is the fact that they rain arrows on them and footmen are defeated before having the chance to fight. However, in some situations, when the footmen ambush their opponents, the range advantage of the archers can be nullified and footmen can actually be exactly what you need. Contextual balance allows for creativity and strategy. However, if everything is relative, your game can become too hard to predict and you may end up not being able to balance it at all.
Finally, suppose you know what you want and how you will achieve it. There is one last thing you need to understand. It looks trivial, but it is not. If there is a part of randomness in your system, you need to understand and be familiar with the concept of statistical variance. The way you create your randomness and the number of times you pick random numbers have a big influence on your system.
I know that modern computers and simple mathematics can allow for very fancy random distributions, with interesting noise patterns and lots of subtleties, but for now, let’s just pretend we are using dice like in a good old pen-and-paper roleplaying game. I will speak in terms of dice because it is easier to understand for a normal, non-mathematician human brain.

There are two popular dice paradigms in the pen-and-paper roleplaying world. The d20 and the dice pool. The first system produces a simpler random result. The players roll a single die and add something to it; the better you are, the bigger number you add. Such system is likely to produce extreme results because each action someone undertakes has equal chances of being anywhere on the luck spectrum. A bonus on the die rolled (or a bigger die) will change the long term results of the combat, but each individual action has a good amount of chances of having an extreme result.
The second system, the dice pool, is a system where people roll a bunch of dice every time they do something and the result is given by the sum of the dice. While that system doesn’t look so different, it is, because rolling many small dice produces a result that will statistically be closer to the average than rolling one big die. For example, if you need 10 on a ten-sided die, you have one chance out of ten. If you need 10 in a system where you flip ten coins and each tail gives you +1, you need to have all tails to succeed. By the way, that means one chance out of 1024. Chances are that you will get something around 5 tails. A dice pool system produces more stable results, that is, the more dice you roll, the closer to the average you can expect to end up. That creates a nice sense of consistency in the gameplay and can make lucky hits more special. If you are not careful, however, that can lead to a situation where a unit strong enough may actually win against hundreds if not thousands of weaker units. You may find yourself in need of some sort of failsafe where there is always a minimum damage on an attack or small constant chance of missing no matter how good you are.
How does that apply to a computer game now? Well, if you use randomness in your combat system, you may not use actual dice but it may be important to understand the difference between a linear system, which produces a uniform distribution and a cumulative system that produces a non-uniform distribution (or any other more complex system that would do something similar). Taking that into consideration may help you avoid a lot of frustration for your players or deliberately allow funny results.
After that long text about understanding and balancing combat rules, it all depends on your game. There is no perfect system and while a huge, complex and perfectly balanced system can be interesting, sometimes you just need something basic to let your player concentrate on the other complex and interesting things in your game.
In designing Castle Story, we tend to gravitate towards a Combo and Option system with context-sensitive rock-paper-scissor dynamics. Your units’ effectiveness will depend on the structures you create and the way you adapt the world around you. The actual fighting will be dice-pool determined, with a basic physics flavor.
As for the soundtrack of the week? I received good comments last time, so let’s stay in my classics. The Kevenant has a nice way of letting you know how humans are insignificant while still amusing you. Enjoy!
Nice. it is on time this week!
Awesome post! I can’t wait for the Kickstarter to be up! Great work, guys.
I love these kinds of game design blog posts.
I was hoping for the combat sistem to be complex, unpredictable and full of possibilities then i find that it will be so boring and simples as rock-paper-scissor.
Its so hard to find a game that you need to think in the combat….
I agree that it shouldn’t be rock paper scissor, but unpredictable = luck, which is even worse. What I would like is for pikemen to be better against cavalry because they have pikes, which are good verse cavalry, not because the game defines their attacks as more powerful against cavalry. That way, if the horses charge but get up close, the pikemen will lose most of their effectiveness because a pike is bad close up. If you do properly implement the physicsy thing, it should help, but I don’t think there should be explicitly defined bonuses against certain classes of troops, otherwise using a strategy such as paracavalry, landing the horses right near the pikemen, which in real life would work because a pikemen couldn’t properly attack up close, and they would be trampled, wouldn’t work ingame. Of course, if the pikemen looked up, the cavalry would be screwed.
I’m not entirely sure you understand what he means when he says that.
#Total War
Seriusly, did you just take out the small parts that you understood and made an assumtion of what he meant? The rock-paper-scissor that he mentioned is just a way to make it simpler for people to understand. It simply means, like he says in the post, that some units will be more effective against others, but not in such a simple manner that they, for example deal more damage against them, and instead something that puts them in an advantage against them. There could be a stealthed assasin that works great against archers because he can get up close before they can shoot. And to counter the assasins you could have something that is capable of detecting them, or guard the archers with melee soldiers from all angles so that they cannot reach them. In this game you could also make the archers hard to reach by placing them in a good position on your castle, but this could also be countered by using siege weapons in an effective manner. Now, do you still think that it doenst require you to think in combat?
Nice work guys! Loving these posts, and looking forward to the kickstarter. Combat sounds like it is a nightmare to design! Looking forward to seeing the results!
Keep up the hard work!
YAY!
Well, hopefully their red tape will be cleared soon, and the Kickstarter will be up.
If this were to happen during the week, would you guys wait till Friday to disclose it? Or just immediately make a post? (How long are you expecting to wait for Kickstarter to officially announce your project?)
I second this question!
I hope the kickstarter starts before the steam summer sale. If it starts during the sale I fear that the kickstarter may go unnoticed by some poeple.
whats the kick starter
Wow your English is enormously improved :o Keep up the good work!
Yeah… I cheated. Benot and Germain corrected my spelling and grammar. I think my English did improved, however.
Did improve…, without a d ;). Not that it really matters, it’s the content that matters, not spelling.
Actually…. “I think my english has improved” :p
Cool post!
Even for a poobrain like me I managed to understand a bit.
Although today I was really excited, telling friends, parents and relatives “CASTLE STORY IS COMING OUT TODAY YAY!” even though barely any of them knew what Castle Story really was, so I was a bit bummed out. Oh well, you still haven’t lost an ounce of my faith. Maybe next time!
Great !!!
Its getting more exciting to read by the day. If i read it correct it is not just a rock-paper-scissor method that will be used but a wonderfull balance of 7 options…….. 1)combo and option, 2)context-sensitive ,3) rock-paper-scissor , 4)effectiveness will depend on the structures you create, 5)way you adapt the world around you, 6)actual fighting will be dice-pool determined, 7)with a basic physics flavor. If im wrong shoot me !!!
I agree with Stacey, i can not wait to to show the game to my friends.
Nice! I already wanted to design a simple round-based strategy game, but…yeah, no help for beginners
A whole week worth of waiting and you can’t give us at least 1 more screenshot?
I understand the kickstarter takes time, but at least give us 1 screenshot to hold us over…..
please?? =)
They have that cool explodey one at the top.
I don’t suppose that’s enough isn’t it PowerBlunt
Man i been looking at this game since the begining and i been looking forward to the kickstarter ever since I SUPPORT 150%
Already have my battle strategy planned out: I will dig a massive moat around my castle and have a single, very thin entrance. This entrance will have a gate, and walls coming a little ways into my base out from the gate which will be lined with archers, and then a shield wall a few layers thick at the end of the funnel.
THEY SHALL KNOW TRUE FEAR!
What about minecraft/terraria system – your weapon is as good as material? Role of your soldier is depends of what weapon he has. That little yellow guys can have some skills, and how much they are trained that quick or strong they hit.
Now about fighting system. I hope it’ll be similar to Total War games. It shouldn’t be focused on skills or super-soldiers, but on tactics.
So I dream about mix of Dwarf Fortress and Total War :)
PLEASE… Just 1 Screenshot to hold me over till next week!
A google image of some dice doesnt cut it!
true
true
YES….please, we are starving………………
Well I actually really enjoyed the pic of the ruins in the header still the more screenshots, the better ;-)
hello, where is link game this?
or not out? how much time this out?
Either English isnt your Native language, or you’re REALLY young, but Ill answer your question anyways… Theres no specified release date, yet. Though the Kickstarter will be soon, which will eventually lead to a finished game! :D
I like the engine how game will work, making it balanced and fun. I have two questions:
1: How many types of monsters will be in game?
2: How much game will cost?
I have a question: Will there be monsters that you fight in the game while at the same time you fight the other team’s castle? Or are there different game modes for it such as a “no monsters” or “monster attack” game mode?
This is going to be such an amazing game
How are you going to announce the KickStarter?
Are you going to make a blog post or what?
They should animate the homepage, a cool bricktroney, explodey and buildy title animation thing and then sommink happens and words appear in the middle of the screen and then you click it and go to kickstarter!!!
This Game Looks Close From Over Except For Patching When Game Is Released Like Starcraft 2 But The Thing That Has Came To My Attention Is That THIS Is Going To Be A Brilliant Game I Cant W8 No Seriously I Cant But
I Hope There Is Going To Be A Beta And This Game Is Going TO Be LAN!
Shidd, your grammar hurts my eyes!
I noticed you guys talked about horseback and pikemen units a lot so dose that mean there will be some in the game? :)
Assuming you have rewards/gifts on your kickstarter , how muck will access to alpha be? I only got a hundred dollars to spend. Also can’t wait for the trailer sounds awesome.
That wont be even close to enough, i believe somewhere they said less than 1 million dollars wich translates into $999,999.99 so you better start saving XD
just kidding, Im sure 100 dollars will be plenty lol
lol
i just wonder how kickstarter works is it there you buy the game or what becuse i want it so much
there will be two way to proceed, the kickstarter is what will help us for the rest of the developing process, with your pledge you get part of the game like an access to the alpha and eventually the game when it is ready. After the kickstarter we will create a new way to pre-order or buy the game when it’s ready.
I’m working hard on that aspect so when the kickstarter end it will still be possible to get access to the game when it’s completed.
Sounds like were gonna get alpha access :) nice!
I really hope they’ll give us alpha access. I’m ready to pay full price at alpha stage, I don’t care. It’s ridiculous how much anticipation I have for this game, I really feel like a kid again.
Anyway yes, give us alpha access please :D We’d help with bugs and suggestions all the way through beta and official release :D
first we want to give our prototype before the alpha stage, the reason behind that is that we want to test the engine first and fix the gameplay before adventuring ourselves too much in the multiplayer. but basicly yeah you will have access to it.
Okey thanks and one more question is online or do you have to join a server to play online ?
Are those Pikemen Warhammer figurines?
I have some Warhammer sets and I have some knights. Those really do look like http://www.ebobminiatures.com/products/pikies.jpg sort of pikemen.
Menekis, can I ask you will be this weekend the day of the relise of the Castle story official trailer?
Sorry for my impatience but I’m really curious!
watch this if you are board http://www.youtube.com/watch?v=AXaoi6dz59A&feature=BFa&list=ELDZAhuL74UG8
The only reason I am posting this is becasue I had no where else to go to after hoping the new Dev diary might be posted early.
When are they usually posted I mean what time on friday?
in fact we are always late and sometime we even frogot to do it.. that what happen when you work everyday and don’t remember what day of the week we are.
Hopefully some big news today.
Thanks!
I wonder where the new diary is…
Does that mean that you are working on it right now?
I hope it is going to be worth the wait……….
well Germain will be working on that later today, he had a rough night so the post will be available sometime today even if there is not much to tell or show this week. have a nice day :P
Not sure if great announcement or speaking the truth
hopefully today? :D
oh nvm I didn’t see Menekis post
And so, we wait.
This must be a long blog or just a bad week. I hope you guys do well on working on the game and trailer. Good luck!
I hope the trailer is this week’s subject!
Me too.
Weeelll 30 min to sunday for me and still no blog update..
Besides that as soon as the kickstarter go public = insta buy! good job
7 hours to Sunday for me.
This week is 100% NOT kickstarter …. maybe…
Maybe it’s trailer…
yep….
can’t wait, I hope they post the trailer today. :)
Likewise…
well not kick starter *crosses fingers** please be the trailer….
Trailer pls pls pls pls pls pls pls oh I hope I hope I hope…
Thank you, Menekis, you seem to read every comment and take the time to answer to legitimate questions, that’s really appreciated. Keep up the good work guys, and don’t mind us zealots pushing for trailers and releases… take all the time you need to make the game as awesome as it looks like :)
No problem, I’m doing my best to keep our fan well informed about our progress but it’s hard to keep track of everything since I do the twitter,email and forums too. But I dont answer to the ”why no beta” and ” where is mah game” anymore ;)
Sunday soon come on whats going on?
So hard to wait ! Take all you time, in the end, I am sure that the game will be a success and propels you careen as game designer!
Hello from Gatineau!
Sorry for being pushy just so excited.
Then i’d just love to add, i respect you guys so much for what you’re making here…….. cant even begin…., bloody good work :D
terrain should also affect it, ie attacking a enemy that is down hill makes your unit stronger, and adds range to a archer so the walls are even more beneficial to them. whilst those attacking up at the troops have less range and strike weaker.
Rock-Paper-Scissors are the best type of Combat System in my opinion because they encourage players to think strategically, not only when they build their Castle, but how they shape the land heading towards their Castle.
Because CastleStory is Voxel-Based with the land, this would definitely allow for very interesting games when people build their castles in poor areas for example, at the bottom of a canyon.
I also think that the combat system could benefit from the “Hit or Miss” system, provided the units have an acceptable Hit Chance to begin with, say 60-75%, when a Unit “Levels Up” it could have it’s Hit Chance increased.
Additionally, Rock-Paper-Scissors also benefit from various unit upgrades, or even research new technology so a player could research “Sturdy Walls, level 1″ which allows new Bricks to take 10% more damage.before breaking.
The game is looking great, can’t wait for prototype. Looks great guys.
What about adding “lizard and spock” later to rock-paper-scissor system? ;)
http://en.wikipedia.org/wiki/Rock-paper-scissors-lizard-Spock
Great post. I know it was posted a while ago but I’m reading through some of the stuff I haven’t had time to read yet. Definitely well thought out opinions.