To be honest dealing with the numbers in a game is basically straight up math, the code for handling it is very basic and often not much more than basic arithmetic or possibly some algebra from the.. well, billion math libraries available, usually built into the standard library for a language as well.

At the very simple level you're just trying to invent some kind of formula for calculating the numbers, a few posters above have given example of the typical one line statement you can decompose it into.

Balance on the other hand is a different topic entirely, if you're talking about something like an fps they often do a mix of mathematical guessing like statistics and just a lot of tweaking numbers and testing the game until it "feels right."

For something like an RPG or an MMO you get into territory of where they really do use statistics and graphing to plan out number for items.

If you're making something simple you really don't need to get too worked up about it.. just invent some numbers. Maybe decide if you want to have a certain number of health and whether the game has armor or resistance or elemental attacks or who the heck knows, it really depends a lot on what is in the game.

In general terms even a game like breakout could have "health and damage" if the blocks take more than one hit to destroy.

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### #2Satharis

Posted 02 September 2013 - 07:03 PM

To be honest dealing with the numbers in a game is basically straight up math, the code for handling it is very basic and often not much more than basic arithmetic or possibly some algebra from the.. well, billion math libraries available, usually built into the standard library for a language as well.

At the very simple level you're just trying to invent some kind of simple formula for calculating the numbers, a few posters above have given example of the typical one line statement you can decompose it into.

Balance on the other hand is a different topic entirely, if you're talking about something like an fps they often do a mix of mathematical guessing like statistics and just a lot of tweaking numbers and testing the game until it "feels right."

For something like an RPG or an MMO you get into territory of where they really do use statistics and graphing to plan out number for items.

If you're making something simple you really don't need to get too worked up about it.. just invent some numbers. Maybe decide if you want to have a certain number of health and whether the game has armor or resistance or elemental attacks or who the heck knows, it really depends a lot on what is in the game.

In general terms even a game like breakout could have "health and damage" if the blocks take more than one hit to destroy.

At the very simple level you're just trying to invent some kind of simple formula for calculating the numbers, a few posters above have given example of the typical one line statement you can decompose it into.

Balance on the other hand is a different topic entirely, if you're talking about something like an fps they often do a mix of mathematical guessing like statistics and just a lot of tweaking numbers and testing the game until it "feels right."

For something like an RPG or an MMO you get into territory of where they really do use statistics and graphing to plan out number for items.

If you're making something simple you really don't need to get too worked up about it.. just invent some numbers. Maybe decide if you want to have a certain number of health and whether the game has armor or resistance or elemental attacks or who the heck knows, it really depends a lot on what is in the game.

In general terms even a game like breakout could have "health and damage" if the blocks take more than one hit to destroy.

### #1Satharis

Posted 02 September 2013 - 07:02 PM

To be honest dealing with the numbers in a game is basically straight up math, the code for handling it is very basic and often not much more than basic arithmetic or possibly some algebra from the.. well, billion math libraries available, usually built into the standard library for a language as well.

At a basic level you're just trying to invent some kind of simple formula for calculating the numbers, a few posters above have given example of the typical one line statement you can decompose it into.

Balance on the other hand is a different topic entirely, if you're talking about something like an fps they often do a mix of mathematical guessing like statistics and just a lot of tweaking numbers and testing the game until it "feels right."

For something like an RPG or an MMO you get into territory of where they really do use statistics and graphing to plan out number for items.

If you're making something simple you really don't need to get too worked up about it.. just invent some numbers. Maybe decide if you want to have a certain number of health and whether the game has armor or resistance or elemental attacks or who the heck knows, it really depends a lot on what is in the game.

In basic terms even a game like breakout could have "health and damage" if the blocks take more than one hit to destroy.

At a basic level you're just trying to invent some kind of simple formula for calculating the numbers, a few posters above have given example of the typical one line statement you can decompose it into.

Balance on the other hand is a different topic entirely, if you're talking about something like an fps they often do a mix of mathematical guessing like statistics and just a lot of tweaking numbers and testing the game until it "feels right."

For something like an RPG or an MMO you get into territory of where they really do use statistics and graphing to plan out number for items.

If you're making something simple you really don't need to get too worked up about it.. just invent some numbers. Maybe decide if you want to have a certain number of health and whether the game has armor or resistance or elemental attacks or who the heck knows, it really depends a lot on what is in the game.

In basic terms even a game like breakout could have "health and damage" if the blocks take more than one hit to destroy.