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Member Since 28 Sep 2011
Offline Last Active Jun 27 2014 05:10 AM

#5067119 Strategy Game - Unit Damage

Posted by on 03 June 2013 - 10:09 AM

Depends on what do you want for your game. Is the combat a core element or is it not?

If the combat is not a core element - just leave the fixed amount of damage, the player should already have enough optimizations/problems/goals in the game to concentrate on.

On the other hand if the combat is a core element, go with the varying damage. Some explanation is following.

First of all - Random usually means a line. Aka - the chances you will get 40% of the damage are the same as the chances to get 60% of the damage. This sucks.

*Curves* - Use curves - they give random a whole new aspect, take per say normal distribution ( http://www.gmlscripts.com/script/gauss ) - it implies that most of the attacks would do moderate damage, but in the minority of cases they will do very little or a lot of damage respectively.

You can use all kinds of curves to do your goal - want a lighting spell to have insanely high damage, but most of the time just throws some sparks at the enemy - create a curve for it ( exponent per se ).

You can go even step further and add armor curves. That adds another layer - your spell might have a cool normal distribution for its damage, but if the enemy has the same one - you won't do much. On the other hand the exponent spell will deal hefty of damage on the normally distributed armor curve ( 0.9-1 for the exponent are very high, but 0.9-1 for a normal distribution are below average - apply that on an archer vs pikeman scenario ).

In summary - it all depends on the goal of your game.
If you want the player to carefully pick combat units that will overpower the enemy because of the way they attack and to work on the finding the most optimal unit configuration to get the most optimal damage and survivability against and depending on the opponent - curves are the way to go.
If you want the player to carefully optimize the process of his expansion, economics and technological advancement - pick the fixed damage, he already has his hands full with that.

#5023962 High School Student with High Goals -- Need Advice

Posted by on 21 January 2013 - 11:05 AM

Well excitement out of your game will come will come as soon you're able to consider it a game. Basically if you're making a game designing mechanics and systems won't be comparably entertaining as the game itself when you've set up your mind for a game. A quick "fix" for that is rewarding yourself with fragments of the game as soon as possible. Get to the playable part ASAP even with close to no gameplay at all. visually seeing the results and being able to play around with them helps A LOT! I suggest you to see the Brett Victor talk "Inventing on principle". PS : I can't currently provide you with links as I'm writing from my phone. Sorry about that.

#5023783 High School Student with High Goals -- Need Advice

Posted by on 21 January 2013 - 01:24 AM

I'm having similar issues. Anyhow I see a significant difference ( even though I have no idea how particularly important this is ) - you don't sound half as fired up as I was when I was creating my first game ( but it's a forum - how much could I get from 5 lines of text ).

Anyway. I'm having concentration issues ( doesn't anyone with all the "social [insert any random word here]" stuff ). Basically most of the social media just feels way more rewarding to ourselves than it actually is, and work ( or anything meaningful ) on the other hand just doesn't give the same amount of enjoyment, pride, satisfaction or whatever.

The question : How work could grant a comparable level of satisfaction to social media or games?

The answer : Hardly. But you can trick your mind with artificial goals and achievements to spice things up and balance the scales. ( Some games tend to do that - achievements which basically give you nothing but the "pride" of finishing that )

I myself use a couple of things to improve my concentration on important things and keep myself doing them on a regular basis.

Set Goals. Split them into multiple smaller goals. Than split those some more. Finally start doing the smallest ones.
Really easy thing to do, but it helps you keep your focus - no overwhelming 2 month target in front of you, just a small task for the next 40 minutes.

( Example in games : Quests - they usually are split into smaller fragments, and take the pain of dull grinding for level )

Set Timers. Try Pomodoro. Assign your goals a time limit. Challenge yourself! 
( Example in games : Timed Quests - enough said )

Use a task management system. Try Kanban or something more professionally oriented as Asana. They are great to track your progress.
( Example in games : Various journals, lists of completed achievements, gold, gear, loot acquired during gameplay )

Try HabitRPG. It's a brand new product still in its baby steps, but the concept is brilliant. A game helping you to develop your habits, which basically helps you reward yourself for following a routine specified by yourself.
( It's a game. I basically have energy drinks and sweets, which I could afford buying if I follow my routine )

Anyway - I'm using Asana, Pomodoro and HabitRPG successfully for some time now and I'm pretty happy with my concentration and productivity improvements.

I've build most of those with the idea of Gamification in mind. Basically assigning artificial meaning and value to regular tasks.

Some Links : 
Pomodoro Timers - http://gigaom.com/2010/11/10/9-free-pomodoro-timers/
Asana - http://www.asana.com
HabitRPG - https://habitrpg.com/
Gamification - http://en.wikipedia.org/wiki/Gamification


I hope that helps! 

PS : I hope I didn't get too much out of topic and too general in my answer.