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#ActualJeremy Williams

Posted 05 May 2013 - 08:59 AM

On a much more honest statement, I can barely follow this, it seems like the rules for damaging something might actually lag down your game as it tries to figure out how much damage you just dealt. I LOVE complex game systems because they are much more satifying to defeat, that being said - if it is so complex that you end up accidently leaving ovbiously exploits (not that I seen any but your adding more data as you post, such as this hilt type and I may find a division by 0 flaw if you keep it up) that's no fun.

The calculations are pretty simple once you get used to it. It's just a die roll and a multiplier. The armour system is a bit more complex (that's what penetration is for) but it's still nothing that a computer can't handle. Most of the resource requirement (to the best of my knowledge) of any given game is in the graphics and special effects, and I plan to keep both of those relatively simple. (A bit stylised to cover up the lower resolution, of course.) The hilt only impacts the weapon's hitbox. (For instance, the pappenheimer hilt just protects the user's hand better because its shape covers the top of the hand.) And as there is only one time division enters the system and it's always a positive number, division by 0 will never occur within this ruleset.

Also - don't use xy and z in your math formulas if they have no bearing to the letters it just makes things harder to understand... and you had to explain it right afterwards. I do hope my posts helped (I has no edit button) and I wish you the best of luck in attempting to impliment this into a real. Game, and if done correctly - could see myself buying a very well written copy of a damage calculator for the game I'm writing (as this would actually mesh insanely well with my game), however - very well written and easy and worthwhile to impliment and modify are inportant.

Now way off tangent. If your curious - I actually intend on writing what your talking about as well - very similar with the damage, impact type, positional damage, user skill. And when I get around to it (think 1 year+) I will check to see if you completed this and maybe seek your help on what you found overly difficult to impliment about this system if you wouldn't mind.

The terms are there representing in-game actor values, and I abbreviated them as much as I could without creating ambiguity. Also, my game system is far on the "simulation" end of the spectrum and a great deal more so than any game I have ever seen to date. If your game idea is as well, that's fine and we can work something out. (Probably a small share.) If not, than it'd be better to adopt a different system because this one will not work for casual games.

 

And in the future, please use spell check.


#2Jeremy Williams

Posted 05 May 2013 - 07:09 AM

On a much more honest statement, I can barely follow this, it seems like the rules for damaging something might actually lag down your game as it tries to figure out how much damage you just dealt. I LOVE complex game systems because they are much more satifying to defeat, that being said - if it is so complex that you end up accidently leaving ovbiously exploits (not that I seen any but your adding more data as you post, such as this hilt type and I may find a division by 0 flaw if you keep it up) that's no fun.

The calculations are pretty simple once you get used to it. It's just a die roll and a multiplier. The armour system is a bit more complex (that's what penetration is for) but it's still nothing that a computer can't handle. Most of the resource requirement (to the best of my knowledge) of any given game is in the graphics and special effects, and I plan to keep both of those relatively simple. (A bit stylised to cover up the lower resolution, of course.) The hilt only impacts the weapon's hitbox. (For instance, the pappenheimer hilt just protects the user's hand better because its shape covers the top of the hand.) And as there is only one time division enters the system and it's always a positive number, division by 0 will never occur within this ruleset.

Also - don't use xy and z in your math formulas if they have no bearing to the letters it just makes things harder to understand... and you had to explain it right afterwards. I do hope my posts helped (I has no edit button) and I wish you the best of luck in attempting to impliment this into a real. Game, and if done correctly - could see myself buying a very well written copy of a damage calculator for the game I'm writing (as this would actually mesh insanely well with my game), however - very well written and easy and worthwhile to impliment and modify are inportant.

Now way off tangent. If your curious - I actually intend on writing what your talking about as well - very similar with the damage, impact type, positional damage, user skill. And when I get around to it (think 1 year+) I will check to see if you completed this and maybe seek your help on what you found overly difficult to impliment about this system if you wouldn't mind.

The terms are there representing in-game actor values, and I abbreviated them as much as I could without creating ambiguity. Also, my game system is way down on the "simulation" end of the spectrum and a great deal more so than any game I have ever seen to date. If your game idea is as well, that's fine and we can work something out. (Probably a small share.) If not, than it'd be better to adopt a different system because this one will not work for casual games.

 

And in the future, please use spell check.


#1Jeremy Williams

Posted 05 May 2013 - 07:08 AM

On a much more honest statement, I can barely follow this, it seems like the rules for damaging something might actually lag down your game as it tries to figure out how much damage you just dealt. I LOVE complex game systems because they are much more satifying to defeat, that being said - if it is so complex that you end up accidently leaving ovbiously exploits (not that I seen any but your adding more data as you post, such as this hilt type and I may find a division by 0 flaw if you keep it up) that's no fun.

The calculations are pretty simple once you get used to it. It's just a die roll and a multiplier. The armour system is a bit more complex (that's what penetration is for) but it's still nothing that a computer can't handle. Most of the resource requirement of any given game is in the graphics and particle effects, and I plan to keep both of those relatively simple. (A bit stylised to cover up the lower resolution, of course.) The hilt only impacts the weapon's hitbox. (For instance, the pappenheimer hilt just protects the user's hand better because its shape covers the top of the hand.) And as there is only one time division enters the system and it's always a positive number, division by 0 will never occur within this ruleset.

Also - don't use xy and z in your math formulas if they have no bearing to the letters it just makes things harder to understand... and you had to explain it right afterwards. I do hope my posts helped (I has no edit button) and I wish you the best of luck in attempting to impliment this into a real. Game, and if done correctly - could see myself buying a very well written copy of a damage calculator for the game I'm writing (as this would actually mesh insanely well with my game), however - very well written and easy and worthwhile to impliment and modify are inportant.

Now way off tangent. If your curious - I actually intend on writing what your talking about as well - very similar with the damage, impact type, positional damage, user skill. And when I get around to it (think 1 year+) I will check to see if you completed this and maybe seek your help on what you found overly difficult to impliment about this system if you wouldn't mind.

The terms are there representing in-game actor values, and I abbreviated them as much as I could without creating ambiguity. Also, my game system is way down on the "simulation" end of the spectrum and a great deal more so than any game I have ever seen to date. If your game idea is as well, that's fine and we can work something out. (Probably a small share.) If not, than it'd be better to adopt a different system because this one will not work for casual games.

 

And in the future, please use spell check.


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