• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
OscarYang

Java RPG Stats System

4 posts in this topic

I have been thinking this for a while and I'm not sure if there is already a solution out there. I did not find anything from Google. What I am wondering is how can I create a system that is easy to use for RPG games that uses stats for characters. It is not simply "Str", "Dex" and use some number to scale "attack" or "attack speed", but instead, a system that would nicely integrate effects into the game that is EASILY EXTENDABLE. Effects are things such as "decrease 10 hp per frame" or "increase 1.5 mana per frame". I'm thinking that each Entity in the game would keep at least two list of effects. Each effect maybe once time applied or per frame applied. During each frame, we simply loop through these lists and apply each effect. We remove the ones that are applied once and keep the ones that are applied over time. Anyone got any good polymorphic object oriented design?

Thanks,
CXD
0

Share this post


Link to post
Share on other sites
off the top of my head, i would create a class called Effect with an abstract method called perform()

then make other classes that define each particular effect, for example, you could create a strengthBuff class or whatever
and implement the perform method to give it whatever logic you want.

perform could also take parameters if needed, like perform(Actor actor) etc.

I did something like this for my Pokemon clone game, each move (like ember for example) not only deals damage to the other pokemon,
but it also has a chance of contaminating the other pokemon with a lingering effect (in case of ember, it was damage over time)
so each move had an effect attached to it, and i simply implemented the perform method for each individual move, (sand attack lowers accuracy, etc)
0

Share this post


Link to post
Share on other sites
Thanks for the reply! I did try that but I had problem doing things that remove effects right away. Do you use an Abstract class that automatically apply the effect and have all "Entity" implement "Effectable" ?

CXD

[quote name='lthannyl' timestamp='1338421855' post='4944825']
off the top of my head, i would create a class called Effect with an abstract method called perform()

then make other classes that define each particular effect, for example, you could create a strengthBuff class or whatever
and implement the perform method to give it whatever logic you want.

perform could also take parameters if needed, like perform(Actor actor) etc.

I did something like this for my Pokemon clone game, each move (like ember for example) not only deals damage to the other pokemon,
but it also has a chance of contaminating the other pokemon with a lingering effect (in case of ember, it was damage over time)
so each move had an effect attached to it, and i simply implemented the perform method for each individual move, (sand attack lowers accuracy, etc)
[/quote]
0

Share this post


Link to post
Share on other sites
Before discussing about the best design possible, you should probably look more closely to your problem. What kind of effects do you want/need/plan to implement? What kind of operations on effects do you want/need/plan to support? You may for example be interested in knowing if an effect is positive or negative or what stats are changed by the effect. You may be interested if the effect should be applied once (e.g. add 2 points to dexterity) or every frame (or every n milliseconds). You may want to know if the effect is "invertible" (i.e. if the result of the effect should be removed when the effect is removed) or if it is permanent. You may want to know if the effect has a duration or if it is linked to some object. You should then decide what's data and what's code (e.g. the two effects "+2 dex for 2min" and "+5 int for 30s" may be implemented as two instances of the same effect). Finally, you should also probably try to understand how those effects will be used by your system.
0

Share this post


Link to post
Share on other sites
[quote name='apatriarca' timestamp='1338491072' post='4945064']
Before discussing about the best design possible, you should probably look more closely to your problem. What kind of effects do you want/need/plan to implement? What kind of operations on effects do you want/need/plan to support? You may for example be interested in knowing if an effect is positive or negative or what stats are changed by the effect. You may be interested if the effect should be applied once (e.g. add 2 points to dexterity) or every frame (or every n milliseconds). You may want to know if the effect is "invertible" (i.e. if the result of the effect should be removed when the effect is removed) or if it is permanent. You may want to know if the effect has a duration or if it is linked to some object. You should then decide what's data and what's code (e.g. the two effects "+2 dex for 2min" and "+5 int for 30s" may be implemented as two instances of the same effect). Finally, you should also probably try to understand how those effects will be used by your system.
[/quote]

Okay, I'll make a list of the things I want and try to come up with an OOP design such that it is easy to mix and extend the effects. Thanks!
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0