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Posted 08 November 2012 - 03:08 PM
Posted 08 November 2012 - 04:13 PM
-Mark the Artist
Digital Art and Technical Design
Posted 09 November 2012 - 01:26 AM
Edited by Ashaman73, 09 November 2012 - 01:28 AM.
Posted 09 November 2012 - 06:31 AM
Posted 09 November 2012 - 09:20 AM
1) Produce data spreadsheets
This would entail something like putting all of the character data for each experience level into a spreadsheet application along with a sample of enemies, use some simplified equations to calculate average DPT (damage-per-turn) and how much damage we can expect a character party to take, determining how "hard" a battle is based on the amount of hit points likely to be lost before the battle is over.
Edited by Orymus3, 09 November 2012 - 10:36 AM.
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The Art of Enemy Design in Zelda: A Link to the Past - Reverse-engineering functional enemy design from applied example.
Retro Mortis - "RTS" - Article Series (4 Parts) on the history of RTS development (4th part finally released!!!)
Posted 09 November 2012 - 11:57 AM
I Create Games to Help Tell Stories | Writing Blog
Posted 11 November 2012 - 05:34 AM
Edited by Acharis, 11 November 2012 - 05:35 AM.
Posted 11 November 2012 - 06:25 PM