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2 years ago Apr 19,2023, 14:02:22 PM

Decrypting the Station - Real-Time Waves

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Today we bring to you a super interesting topic that has been discussed by the entire community on all the different platforms, which is the pacing of ENDLESS™ Dungeon and more specifically the Real-Time Waves. 


To talk about the topic we will host Arthur, co-lead game designer on Endless Dungeon, who was also the designer of Dungeon of the Endless back in the day.  


He will be the best to explain how this system was on Dungeon of the Endless (DotE), the innovation on Endless Dungeon, the challenges we are facing with the new system, and the improvements the team is making. 

Spoiler alert, it is going to be a big but interesting blog.



Hello everyone, 


Today I want to discuss a very important topic with you: the iterations regarding the pace of the game and how to trigger the waves



Dungeon of the Endless (DotE)


In this title, the control of the heroes was indirect (RTS-like) and the time was only progressing when the player opened a door. Because you were able to parallelize the orders, move the camera instantly, build anywhere, etc. The time between the door openings was easy to optimize and not really relevant in the tweaking of the pacing of the game.  


We quickly decided to tie the wave triggering to this door opening as it was our time unit. Because we didn’t want to have a wave each time, it was randomized. It created an element of surprise and tension which works with the spirit of the game. However, it also generated back and forth and forced the player to always prepare for a wave (check defenses, replace heroes etc.) which was a bit repetitive. But as it was easy to move and give indirect orders, it didn’t have too much impact on the pacing of the game. 


Endless Dungeon: What we tried 


During the first years of development, we had kept the same formula as in DotE. But the gameplay of Endless Dungeon is really different: the control of the heroes is now direct: you have to move your heroes to each position, one by one, to build and interact. It takes time, even if we tried to keep it short.  


We had trouble finding a pace for the game that combines fun and tactics to keep the player involved and especially avoid monotonous times during exploration and preparation phases. We knew that the main component of the pace is how to trigger the waves and it was not easy to find a solution that: 


  • Creates surprise and tension 
  • Avoids tedious back and forth before each door opening to prepare for a possible wave 
  • Gives clear feedback about what triggers the wave and when 
  • Triggers enough waves to make the turrets useful 
  • Discourages the player from staying in the same zone for too long


We tried 2 ways of triggering the waves, 


In the beginning, we first tried that waves triggered randomly after a door opening which gives a surprise effect to the player and keeps tension before opening a door (a legacy from DotE), but it has the downside of the “back and forth” before opening the next door, it wasn’t clear to players why the wave triggered and the room was left unexplored as the player was forced to turn back to manage the wave. 


In another iteration, we tried a blackout mechanic. This time we saw that waves triggered more often and kept the surprise effect with a more “direct” connection with the lore of the station. Also, it reduced the back and forth from the first attempt. We noticed that it felt a bit weird this event for being the “normal” waves (when perhaps should be more of a “wow” effect). Finally, we observe that, in a way, the waves were too limited, and the rooms weren't unexplored as well. 


We were not satisfied with the results of these, so we wondered: what if we have real-time wave spawner


Endless Dungeon: Real-Time waves 


We tried this formula that you may have already tested/seen during the previous Open Devs: 


  • Waves are regularly triggered after a countdown in seconds (with random interval) 
  • Opening door reduces this countdown 
  • Player needs to manage the exploration, preparation and action in parallel 
  • Some room events become real surprises (e.g. the blackout) 
  • Player can trigger special waves when ready for a bigger challenge


This system that evolved from all the previous ones allows us to keep the tension, it gives to player better control of the pace and the duration of the zone (level)l), there is always something to do, and the movement/action becomes a choice to the players, which is in line with the tactical part of the game. Also, it increases the importance of tower defense elements as there are more waves and therefore you will need more elements to protect the Crystal Bot and yourself.
Furthermore, it makes some features easier / more intuitive to players. 


In the team, when we tested the game with these changes, it really changed the way we played it and we were way more involved and having more fun!    


 

But it also created some disadvantages, and you shared your thoughts about them with us during the Open Dev.


Improvements thanks to your feedback


  • It was too stressful not to have any idea of when the next wave was going to come before the final countdown, so we added the “danger meter” (image below) that gives you a (general) idea and highlights another change: the impact of opening doors. 

  • Indeed, we have increased the countdown time a lot but made the door opening way more impactful: it allows to create a better link between exploration and the number of waves and gives more time to think about their strategy to the players who want it. 

  • Some events in the rooms can also slow down the countdown to give you time to interact with them. 

  • We also added a “safe stateafter completing a wave: as long as you don't open a door, no more waves will occur. 

  • We globally reduced the frequency and the power of the real-time waves: they are here to create tension during exploration and test your defenses, not destroy your base randomly. 

 


All the changes that we made from Dungeon of the Endless had cascading effects on the current gameplay of Endless Dungeon. In game design, we often have to “follow the fun” and find the right formula as we experiment with our game.  

We think with real time waves we’ve found the right balance between dynamic pacing and the tactical aspect!   




Hope you find it insightful, and it makes you want to give it a try after the changes we made based on the feedback, as we think (I especially like the first one) that it feels much better. 

Let us know what you think about it. 

 

Have a nice day ^-^  

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2 years ago
Apr 19, 2023, 5:09:46 PM

To be honest, even after the changes I still hate the timed waves and think that they are the single largest fundamental design flaw in the game.  They simultaneously take away from both the dungeon crawling action (by calling you back to defend the crystal) and the tower defense strategy (by not giving you indefinite amounts of time to strategize between waves).  And I think that they make things far less tense than the door-based DotE waves while at the same time replacing DotE's tension with the frustration of gameplay loop interruptions.  Like I have said before, in DotE there was this Resident Evil-like "Can I open this door without being killed?" feeling where the timed waves of TED are more of a "Great, this again..." feeling. I will admit that you have definitely improved things since the first OpenDev, but I feel like a lot of the OpenDev development efforts have involved coming up with "Band-Aids" to mask the weaknesses of the timed wave design decision which further makes it feel like it is an "uphill battle" for even the devs to get it to work as envisioned. I'm not sure that players/reviewers who are used to dungeon crawler and twin-stick games will enjoy the timed wave interruptions, but I guess we'll have to see what everyone has to say after launch.


With that rant out of the way, I think that the danger meter is a good start in mitigating the negative effects of the timed wave mechanic, but it doesn't go far enough.  The only benefits that I see to it are the "safe" and "pulsing red just before a wave" states with everything in-between just being meaningless noise.  Knowing that you're safe is good, and the pulsing red state basically adds another 30 seconds or so to the existing "Incoming Wave" timer which is sort of OK.  So if I was to suggest a further improvement, it would be to add an actual clock to the warning indicator and make the whole wave triggering process completely transparent.  When you open your first door, start the countdown timer at 5:00 or whatever, and then show a time loss indicator (e.g. -0:30) every time you perform an action that reduces the time to the next wave.  You could also add indicators that display what the time loss will be before performing an action which would give the player even more control over the time management and thus boost the strategy component of the game.  Hiding the time management details here doesn't add anything to the gameplay at all.


Another suggestion that I would add is that this would probably be a good opportunity to add something similar to the pod mechanic from DotE.  If players don't want to play with the timed waves, let them choose a different pod/mode which lets them play with door-based waves.  While you are at it, you could also look into adding a "pure action" mode which removes the tower defense elements entirely, and that would probably help win over more action-based dungeon crawler and twin-stick shooter players.


Thanks for sharing these details in this blog post, and best of luck with development.

Updated 2 years ago.
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2 years ago
Apr 19, 2023, 8:41:33 PM

This is a good article giving a nice look at how you came to the current state of the game. The danger meter is a nice addition to the game. Giving it an accelerated heartbeat reading as the danger rises was a nice decision. I feel a heartbeat meter is a more visually appealing display of time between waves then a timer. Just having a final countdown timer right before the wave is good enough for me. Was noticing the "safe state" after waves, that was a good call. Allowing players time to explore their current surroundings and stock up on gear before carrying on.

Currently I'm fairly satisfied with the wave system. I think this system works better with this game then the dote system would. Both are fun games. Maybe as stated before having a mode available where waves trigger from random door activation would give people a different experience to this game. Games fun though. Look forward to a patch for some different issues though. 

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2 years ago
Apr 22, 2023, 10:51:02 PM
SpikedWallMan wrote:

To be honest, even after the changes I still hate the timed waves and think that they are the single largest fundamental design flaw in the game. 


Couldn't disagree with this more. The timed waves are a breath of fresh air to the game. 


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2 years ago
Apr 23, 2023, 7:37:57 PM
Tyco wrote:

I feel a heartbeat meter is a more visually appealing display of time between waves then a timer.

Actually, the more I think about a visual timer, the more I believe that it would be a great addition.  It would at least reintroduce some of the tension from the door-based waves because by forcing the player to make calls like "Can I open this door, secure the new room, and get back to my choke point before the timer expires?" as they stare at 0:45 left on the clock and a -0:30 indicator on the door that they're wanting to open.  It would also allow for better time management when building defenses.  I'll agree that the heartbeat indicator is visually appealing, but in my opinion a representation of the precise time left would be a massive improvement to the strategy aspect of the game.  Worst case, the devs could overlay the timer on top of the heartbeat indicator or just make it a toggle option like the damage numbers.

Updated 2 years ago.
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2 years ago
Apr 24, 2023, 8:21:26 PM
SpikedWallMan wrote:
Tyco wrote:

I feel a heartbeat meter is a more visually appealing display of time between waves then a timer.

Actually, the more I think about a visual timer, the more I believe that it would be a great addition.  It would at least reintroduce some of the tension from the door-based waves because by forcing the player to make calls like "Can I open this door, secure the new room, and get back to my choke point before the timer expires?" as they stare at 0:45 left on the clock and a -0:30 indicator on the door that they're wanting to open.  It would also allow for better time management when building defenses.  I'll agree that the heartbeat indicator is visually appealing, but in my opinion a representation of the precise time left would be a massive improvement to the strategy aspect of the game.  Worst case, the devs could overlay the timer on top of the heartbeat indicator or just make it a toggle option like the damage numbers.

This is just my speculation, but I believe the reason a precise timer wouldn't work is that even if you see the numbers they would be lying to you; that is the timer is actually more of a probability function and in-game triggers and checks alter the function. So in practice if you had a countdown you could see it go from 00:20 to 00:17 in one second, or from 00:20 to 00:09, or who knows it could even go up and not down.

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2 years ago
Apr 25, 2023, 5:05:19 AM

There won't be a solution that everyone is happy with, especially when you're mashing up this many genres, some of which were already mashups themselves. I think the best perspective for providing feedback is to think about what makes a certain mechanic appeal or not appeal to you, and what kind of gameplay compromise would satisify you, without making everyone else unhappy.


One idea which might help the tediousness of having to walk heroes to where they need to be every time you're preparing for a wave, is if you could order characters to go to particular spots from the map, and they walk there on their own. It wouldn't eliminate the issue, but it would make it closer to DotE.


All things considered I think that the current implementation is the best compromise. I don't see anyway to make it better (except above), without in some other way making it worse.

Updated 2 years ago.
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a year ago
May 29, 2023, 10:02:04 PM

I think i would enjoy this type of solution more than current changes:

Tie monster spawns to doors

Create super-duper-uber spawn points with old school tower defense like layouts.

Every time you open the door you get usual stuff like in Dungeon of the Endless but this time Danger meter is also increases.

So every few doors and spawn fights you have to return to this boss room to defend.

If you lose the boss room ,you get kicked out and next room turns into boss room as well. You lose all the stuff and generators for rooms that turned into boss room. You get negative floor modifier until you clear the floor.

If you clear the boss room you get good rewards but rewards diminish if you lose more rooms.

Boss room want to block elevator so not only you want to protect the crystal but the exit. So sometimes you let the boss room take another room.

Boss room has different lore related defense mechanisms. 

Instead of spawn bosses- bossroom can sometimes spawns "challenger rooms".In this room there is a challanger and  you can invite this challenger to duel and get some benefits if you win OR you can try to complete their quest and get the benefit other way. You can also just ignore them.


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