• 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.

Archived

This topic is now archived and is closed to further replies.

rsnail

Need help with basic RPG combat design

3 posts in this topic

Could anyone suggest and sources, or possibly provide the steps for calculating a basic combat melee in a RPG? Traditional Paper and Dice would be: Strike -> Dodge -> Damage What are some calculations for a simple computer game, and how should these relate to strength, dexterity, intellegence.
0

Share this post


Link to post
Share on other sites
The possibilities here are endless. All you have to do is look to the various role playing games out there.(paper based)

-Is damage a single number or range of numbers?
-Are there more than one type of damage?
- If so can they be resisted in some fashion?
- How is resistance applied.
-How many skills can play into combat?
-Are there multiple attacks? Counterattacks?
-Spells?
-Does armor reduce damage or simply evade damage?
- Does it do both if so how is the number broken down?
-How do player stats affect all of the above?

As you can see there are many questions and this list is by no means exhaustive. One of the hardest things you will find doing is coming up with a balance.

-How many health points should a monster have versus the player and the players armor?
-How much damage should a weapon do versus monster heath points and player stats?
-What modifiers apply to position for damage, or to hit?(ie running away so attack from behind, attack a sitting or sleeping person)

In coming up with the answer for combat, you will design a significant portion of you mobiles stats, player stats, mobile AI, and object stats. Whatever remains in these areas will be peacetime functionality. I would recommend a simple approach. Design your mobiles, objects, and players first. Throw arbitrary numbers in places your unsure.(make best guess), then iterate through the object, mobile, player design while building you combat engine. This will hopefully get you close to a balance. When designing you mobiles make them as close to players as possible. This will give you a solid base to vary from because you will have similar numbers to work with. Also adding an object such as a weapon to a mobile won''t be nearly as hard to balance because it should have a similar effect as if adding it to a PC.

Kressilac
ps It is now easy thing to do what you are asking and there is no easy way as there are variations to everything that have pros and cons. This is very much a learn by failure type of task. Good luck.
0

Share this post


Link to post
Share on other sites
Basically i want to start simple... If anyone remembers the old LORD (Legend of the Red Dragon) your player put on his chainmail, grabbed a sword, then ventured into the woods.

Let's imagine the following Player

Experience of 20% as a knight

Strength 60
Dexterity 30
Intelligence 20

Armour has a AR or 10
Sword has a Damage of 20

Hit Points (Strength + Armour) = 70

What would the process of the melee against an equal knight for a basic hack and slash, grab the gold and run? Are there any examples/links to combat examples?

Thanks


Edited by - rsnail on 2/10/00 10:21:08 PM

Edited by - rsnail on 2/10/00 10:22:01 PM
0

Share this post


Link to post
Share on other sites
If you want to start simple, my suggestion would be just do a direct translation of a pencil-and-paper RPG combat system. After you get that down you can try to get fancy.
0

Share this post


Link to post
Share on other sites