Wednesday, January 25, 2023

2v2 Tournament Announcement!

One for the record books

 

The Noob Squad frolics around their recently earned trophy.

The conclusive final match of the first Annual Inventaverse CTF Tournament was an amazing event for the record books.  The Noob Squad decisively defeated the Obliterators in a two-game shut out to solidify their legacy as the first winners of the annual event.  BUT, that doesn't mean everyone who didn't win the annual CTF tournament can't also experience the sweet sweet taste of victory...

Introducing the first ever 2v2 Inventaverse team death match tournament!

CTF is super cool.  Don't get me wrong.  We can't just have CTF tournaments all year though, we need something to mix things up, a new and different problem to solve.  The problem this time is: how can my battle buddy and I score the most kills in 3, 3-minute matches against another team of 2 players?  To that I answer: by having the best configuration of two players possible, and by having the skill to get the job done, that's how.

Why 2v2?

2v2 as a tournament format is interesting for a bunch of reasons:     

1. The players get to experiment and figure out which characters and artifact combinations synergize in such a way that they're most effective.  With enough participants, we should expect to see some really incredible team compositions and meta-strategies emerge.

2. Matches are fast paced and intense! 

3. With fewer players per team, more teams can participate, resulting in a bigger bracket and more games!

The Rules

1. Don't break the game during a match.  No cheats, exploits, hacks, etc.  If you do, you'll be put before a tribunal of your peers and your fate as a competitor in this tournament will be decided.  Hopefully fairly.

2. Score a point every time you kill a member of the other team.  At the end of 3 minutes the game ends, the team with the most points wins that game.  A match, as always, is best of 3.  You and your partner will play 3 back-to-back matches to see who moves on to the next match in the bracket.  If one team wins the first two games, it's at the discretion of the losing team whether or not they'd like to play a third match.

3. If you don't have a partner, but you'd like to participate, you can pick someone from within the company, but outside the team!  A growing sentiment among participants is that we should open this to other groups within the organization.  To that I say, YES!

4. Once a team has selected their characters, they may not change them until the next game.  That means they must play the same characters for the full duration of the 3 minutes.

Sign Up 

I Know what you're thinking "This sounds amazing, how do I sign up?"  Simple, just message me in Slack, or send an email to inventaverse@gmail.com to sign up, but make sure you do so on or before 2/2/2023 (GROUNDHOG DAY).  Be sure to include your name and your partner's name.  I'll create the bracket for the tournament on 2/3/2023, and you'll see it posted below in this blog post.  It will include a list of all the teams and their scheduled matches.

The Prizes

The prizes last time were quite awesome.  This time they'll be even better!  I don't know what they are yet, but I'll update this blog post with the prizes as soon as I figure that out!

New 2v2 Tournament Maps

I've decided to spend some time on the weekends building out some new 2v2 maps, the older small maps aren't that interesting and if I build some new ones I can be sure they're well suited for small team game play.  Check them out!

[Arena] Self Assembling System


[Arena] Three Layer Cave


[Arena] Iceberg


Wednesday, November 30, 2022

Annual Inventaverse.com CTF Tournament

Let the games begin...

Three teams have been selected to compete in the first annual Inventaverse.com CTF tournament. The format will be double elimination.  We should expect to see some interesting strategies played by each of the teams and even more interesting team compositions.  Games are limited to 5 points to ensure fast-paced, action-packed matches!

For those of you interested in watching the matches, they'll be uploaded the night of the event to the official Inventaverse youtube channel at:  https://www.youtube.com/channel/UCtGdhsSIUk9jXj3AdVzLutg

See below for the members of each team as well as the tournament bracket!  

Team Members

Pipe Hitters
1. Brian
2. Steve
3. Adam

The Obliterators
1. Raul
2. Emad
3. Billy

Noob Squad
1. Shane
2. Gracias
3. Grayson

Tournament Bracket





Match Format

Each match will be best of 3 without repeating a map.  In the event that the same team wins the first 2 games, playing a 3rd game is at the discretion of the losing team.

Match Schedule

Match 1: December 12th (Winner: Noob Squad)
Match 2: December 13th (Winner: Noob Squad)
Match 3: December 16th (Winner: Obliterators)
Match 4: January10th (Winner: Noob Squad)

Show Me the Maps

Each of the four maps feature an interesting game mechanic.  They're all generally small to medium sized with the red and blue team flags opposite each other on either side of the map.

Map 1. Underground Ruins


Map 2. Broken Bridges


Map 3. Haunted Hill


Map 4. Snow Lodge



Wednesday, November 16, 2022

Impressions from the first Inventaverse CTF Matches

Recently I hosted the first 4v4 capture the flag Inventaverse match.  It was a great success with the team, everyone had a blast despite accusing me of cheating.  Here's a short list of things I learned about software engineering and game design by hosting the event. 

1. Your user base will always think of more than you do.

In the realm of computational power, two or more brains will always have more thoughts and ideas than one brain.  The same is true when you distribute a limited set of concepts represented by a software application across a large body of software users.  Take for instance the second match of our first 4v4 Inventaverse game: Raul was guarding the flag, but he was using the wizard's knock back effect to do it.  So, rather than killing incoming would-be cappers, he'd just bump them away with the wizard's special move, something I had neglected to imagine as an effective defense style.


A smart wizard guards the flag with magic.

2. No matter how complex and interesting your game is, some people just want to blow shit up.  And in midst of wanting to blow shit up, they overlook various details about the game that could help them on their mission of destruction.

3. The quiet guy who generally keeps to himself is almost always a stone-cold killer. (I'm talking about you Brian)

4. Easily understood instructions, it turns out, are actually quite important to new players.

After trying to explain the many ways characters can be customized in Inventaverse, I gave up and wrote a lengthy blog post about how to get the most out of your character, here: New Players Guide

5. Ten points to win is a LONG, LONG game that minimizes the amount of time the player spends in the most exciting gameplay situation: "The clutch zone".

The clutch zone is the situation you have when both teams are playing as hard as they can to score the game winning point.  Games that have a lot of points (I'm looking at you basketball) tend to feature a less favorable clutch zone to normal gameplay ratio.  Games with a lower score to win (hockey) feature a better clutch to normal ratio.  The better the ratio of clutch to normal, the more exciting the match ultimately is.  Obviously the entire match can't be spent in the clutch zone because without the contrast of normal intensity gameplay, clutch gameplay feels less intense.

6. One map is not enough maps.  A good session of CTF should feature as many different maps as there are matches.


I'm taking these lessons as valuable feedback that I can use to improve the game and provide a more interesting and competitive 2D CTF experience.  With any luck, each Inventaverse CTF event will provide more and more valuable suggestions from the participants.

Feedback is welcome :)

Until next time...

Tuesday, August 16, 2022

Inventaverse New Players Guide

A brief guide to the various systems of character progression and enhancement in Inventaverse.

A reasonably large gap in Inventaverse exists between the new player and the extremely deep tool set laid before them.  Inventaverse contains a massive customization feature set, but currently there aren't very many resources of information on how to utilize that feature set.  With this article I'm going to attempt to bridge that gap by giving a summary and how-to for each of the main customization tools in Inventaverse:

  • The Character System
  • The Artifact System
  • The Skill Matrix System
  • The Incantation System

Each of these systems are highly detailed, and the player certainly deserves a how-to guide to maximizing your character in Inventaverse.  Spoiler alert, this guide starts out very simple, but eventually gets extremely deep, please feel free to skip ahead to the stuff that matters to you.

The Character System

As an Inventaverse player you have the option of choosing from any one of 18(!) unique playable characters.  Each one provides various advantages and disadvantages.  As a new player only 10 of the characters are unlocked.  If you're looking for a quick answer on which characters are easiest to pick up and play as a new player, here's a short list: Secret Agent, Ninja, Spaceman, Inventor.

 

 * Selecting a character is your first choice in Inventaverse, make the most of it.

Every character has a unique set of strengths and weaknesses, and depending on what you want to do, one character may be better suited than the rest for the task at hand.  Here's a breakdown of how each one performs and how their attack and special move are used

Secret Agent - medium speed and jump, but his retracting grappling hook give him great mobility.  his bouncing bullets make him highly deadly in enclosed spaces.

Cowboy - medium speed and low jump, his dynamite special can destroy anyone or give him a boost to reach high areas.  his bouncing bullets hit a little harder and move a little faster than the secret agent's.

Wizard - slow speed, low jump, the wizard can materialize a block at a target location.  his slowfall allows him to float across far gaps, and his main attack ignores walls.

Karate Fighter - high speed and high jump, the karate fighter has excellent mobility, an area of effect healing special, throwing kamas, a great spinning kick slowfall with knockback, and a sai for a melee weapon.

Knight - slow when walking, but fast when he uses his dash special.  he's immune to environmental traps like spikes and has extra health.  his throwing axe hits hard, and he carries a battle axe as a melee weapon.

Witch Doctor - he's fast, and his projectile weapon is very fast.  his special allows you to heal yourself and any nearby allies, and he also has wallgrab.

Miner - not particularly fast and he doesn't jump high, but his special allows him to burrow into the ground or walls.  his explosives are highly destructive.

Inventor - medium speed normally, but when he uses his rocket boots, he's quite fast.  they allow him to hover, jump higher, and fly.  his death ray is very fast and does high damage.

Spaceman - medium speed, but his special provides excellent mobility by allowing him to reverse gravity.  his main attack is a hypertronic beam with a knockback effect.

Ninja - high speed, jump, and wall grab, the Ninja uses a grappling hook and throwing stars to move to difficult places and defeat enemies, additionally he carries a katana for a melee weapon.

Psychopath - relatively slow and with low jump, the psychopath may seem like he has poor mobility but his special allows him to sacrifice a little health to teleport to any ground location.  he's also immune to environmental hazards like spikes and carries a chainsaw for a melee weapon.

Warlock - not a fast character, but a versatile one.  the warlock's teleport special ability can be used to quickly escape danger, fool would-be adversaries, or use it as a boost to reach higher places, in addition his fireball is a powerful attack, and like other magic users he has a slowfall.

Shadow Beast - even though the shadow beast's primary attack is relatively weak, the ability to become invisible is exceptionally useful in a lot of scenarios.  combine that with high speed, high jump and wall grab.

Sniper - in terms of mobility the sniper isn't high on the list, he moves fairly quickly, jumps pretty high and has wall grab and a slowfall, but his real strength comes from being able to see the entire map and eliminate enemies from afar.  Weapon upgrades increase the frequency that he can fire his primary weapon.

Vampire - the vampire has excellent mobility.  holding the jump button will allow him to change into a bat and fly.  with every direct hit, his primary attack allows him to drain health from the enemy.  his special is an AOE damage over time.

Swashbuckler - fast, with great offense and defense.  his special allows him to ignore almost all damage coming in, and his primary attack is extremely powerful.  add to that wallgrab and great speed and jump, and a cutlass for a melee weapon.

Exiled One - while mobility may not be his strong suit, the exiled one excels at self-healing, deception, and he rounds out with a good primary attack, slowfall, and a black sword for melee weapon.

Witch - besides the shadow beast, the only other character who can become invisible is the witch.  however, the witch cannot move while invisible.  the witch's primary attack is VERY powerful, and like other magic users, the witch is able to slowfall.  also, poison potions heal the witch the same way healing potions do.

Decisions, Decisions...

It's a lot to choose from, but as I said earlier, new players are limited to only 10 of the 18 characters.  In order to unlock the rest of them, you must discover them in the game.  Specifically in the procedural world you can access by entering this door in your home world:

* Every home world contains a doorway that allows you to enter one or more procedurally generated worlds.  these worlds are different every day.


The Artifact System

There are 25 unique artifacts that you can use to improve your character's abilities.  Artifacts are items that you are able to equip in your home world prior to entering a level.  You are able to equip a maximum of 3 artifacts at one time.  As a new player, you have access to 6 of them. 

Your First 6 Artifacts

After you log into Inventaverse for the very first time, you'll notice that upon visiting the basement of your home world, you have certain objects waiting for you there.  They look like this:


* You may only notice 5 artifacts in your basement, an additional artifact is hidden in the bedroom of your first homeworld.


Compass - allows the user to teleport to a random location every 25 seconds.  

Gravitronic Nullifier - ignore the effects of gravity for 6 seconds once every 20 seconds.

Trama Kit - heal yourself to full health once every minute.

Laser AP - more fire power!

Refractive Field Generator - reduces most incoming beam damage.

Can of Zapo Cola - passively increases run speed and jump, and every 30 seconds allows the player to heal 6 health.

Since you're able to equip 3 artifacts simultaneously, your objective should be able to achieve a combined effect that synergizes with your overall character strategy.  You may notice that a mixture of artifacts from the list above can improve survivability.  When you combine the abilities of your artifacts with your character selection, some very interesting combinations emerge.  For instance, you can compensate for the poor mobility of the cowboy by equipping the Gravitronic Nullifier.  Or you can make the knight even harder to kill by equipping multiple healing artifacts.  If you're getting hit by a lot of beam attacks, perhaps from a sniper, be sure to pick up the Refractive Field Generator.

Active Effects

Pressing the number key associated with each of your artifacts will activate the "active effect" of the artifact.  These effects are often have a reset period associated with them.  For example, with the Trama Kit artifact, you can heal your character to full health once every 60 seconds.

Passive Effects

In addition to the active effect of an artifact, all artifacts also have a variety of passive effects.  These are typically a mix of the following complementary secondary stat buffs.

  1. Slowly regenerate health over time
  2. Maximum health increased
  3. Poison potions behave the same as healing potions when collected.
  4. Increase the area of effect of your incantations on all sides.
  5. Initial weapon rank increased
  6. Increase speed
  7. Increase jump
  8. Personal rebounding shield
  9. Reduces all damage

These secondary effects are revealed when you inspect each artifact by pressing the 'e' key.  Be sure to select artifacts that feature primary and secondary effects that align with your overall character strategy.

The Skills Matrix System

Beyond your character selection and choice of artifacts, the skill matrix system can provide a massive enhancement to your gameplay.  However, before you can access the skills matrix you need to choose a mentor.  Each of the 3 mentors offers a different skills matrix.  Once you have discovered a mentor, simply return to your homeworld and talk to your mentor by pressing the 'E' key.  Once you've spoken to your mentor, you can access your skills matrix by pressing the 'T' key.  This is what it looks like:


* Each hexagon on the skills matrix gives a bonus, advantage or buff.

In Inventaverse, each skills matrix is based on one of the three philosophical disciplines.

  • Cosmology
  • The Occult
  • Magic

The Cosmology Skills Matrix - the cosmology matrix focuses on improving technology artifacts, AP weapons, beam weapons.  The three major skills (red hexagons) in the Cosmology matrix are as follows:

  1. Equips the player with a fourth artifact, the Nanonova AP
  2. Reduce the cooldown of all technology artifacts by 50%
  3. Every 12 direct hits will generate a force field at the player's target

The Occult Skills Matrix - the occult matrix is focused mainly on improving eldritch artifacts, increasing direct damage, and durability.  The three major skills in the Occult matrix:

  1. Every 12 direct hits will generate a blackhole at the player's target.
  2. Reduce the cooldown of all Eldritch artifacts by 50%.
  3. Every 12 direct hits will fire a powerful antiversal energy bolt at the enemy target.

The Magic Skills Matrix - the magic skill matrix concentrates heavily on catastrophic explosive damage, inceptium based artifacts, situational awareness, and adventuring.  The major skills of the Magic matrix:

  1. Completing a world rewards you with twice the gold collected in that world.
  2. The cooldown of all Inceptium artifacts is reduced by 50%, and your map screen shows the fully explored world and all items and treasure.
  3. Your weapon ranks each reduce the cooldown of Wizard's Fire by 30 seconds.

In addition to the major and minor skill traits, the Skills Matrix also features 2 other sets of skill traits.  The top row of rainbow-colored traits are reserved for special achievement-based skills that are unlocked when the player completes various objectives.  List below are the achievements and various skill trait rewards:

  1. 10 Treasure chests looted to unlock this trait. -> When you die, you are resurrected where you died, but limbo is quadrupled.
  2. 25 Worlds completed to unlock this trait. -> All Characters have wall-grab.
  3. 50 Survivors rescued to unlock this trait. -> You can now see the spirit of deceased enemies
  4. 75 Deaths to unlock this trait. -> When your health reaches zero, instead of dying, you are healed to 5. (This will only happen once a minute)
  5. 100 Red stars collected to unlock this trait. -> Collecting a red star grants the maximum number of weapon ranks.
  6. 200 Enemies killed to unlock this trait. -> You enter a blood frenzy.  Your health is gradually reduced over time, but your damage is increased by 50%.

You'll also notice 3 more hexagons in the middle.  Those hexagons are reserved for the 3 books of magic related to Incantations, see the next section for more info on Incantations.

The Incantation System

The Incantation system is a reasonably limited API aimed at giving players the ability to write custom scripts of their own into Inventaverse.  These scripts are automatically bound to the R, F, and V keys.  Accessing the Incantations screen is as easy as hitting the 'I' key while your character is located at their homeworld.


* Your code is on the left; the incantations API documentation is on the right.

To unlock the Incantations API, you just need to buy one of the three magic books in the shop. The shop is located in any proc world, and all three books are for sale.

The interface for writing Incantations is relatively straight forward.  Simply select R, F, or V, type your custom script into the UI, and then test it in your homeworld.  The homeworld is a fine place to test your scripts, however, in the event that you manage to break the game engine with your script, simply refresh your browser.  If you've written a script that breaks it beyond that, there's a way to clear your incantations in the player profile menu on the community site.

Incantations are a complicated and interesting part of Inventaverse.  Even if you've got your character perfectly configured, with artifacts and a completed skills matrix, there's still room to squeeze that last tiny bit of performance out of the Incantations system.  And that last tiny bit of performance, can be decisive.

For more information on how to write Incantations, see Psionic Logic: How to write an Incantation in Inventaverse