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mager1794

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  1. You should remember that lots of factors go into how much experience you gain. I'd start off with figuring out exactly how much experience you want to gain at level 1. Lets say you have 400xp for level 2 and you get about 55xp per kill. (this is lowkey based on wow level 1 from my memory) at level 2, a level 1 mob shouldn't give you the same xp as it did when you were level 1. Val = 55 PlayerLevel * Val = x And we need to extend other variables into this equation to account for it as well. Exp Multiplier * Enemy/PlayerLevel ExpMultiplier = 1.0 * (xp boost) * any other variables So your algorithm could be Val * (ExpMultiplier * Enemy/PlayerLevel) First, calculate the level ratio between enemy and player, reduce XP if the player is higher level increase if lower. Add the multiplier in, 1.0 is the default, however, you can make this value scale based on level or anything you want really, the point of it is to add more numbers to toy with our XP rates. Now even with all those values and modifiers, a level 1 player fighting a level 1 enemy still results in only 55 xp assuming Val = 55
  2. What I would do is create some form of consumable function, create a switch statement around the adjustable stat ConsumePotion(StatType.Health, 25); = SmallHealthPotion ConsumePotion(StatType.Armor, 200); = Greater Armor Potion If you do your switch based on a specific stat, you have an unlimited potion arsenal, with minor changes instead of tons of changes.
  3. It helps me a lot to think about everything in the game as an object, and then understand the concepts beyond gameobject hierchys and Interfaces(like the C# term not the User inteface one) Everything in your game will likely be a gameobject, so you should create a gameobject prefab. Anytime you update your GameObject prefab, those changes will happen globally to any prefabs using the GameObject prefab. Then think about the people in your game world, because in my world ALL players/npcs interact with physics. So I built a character prefab. The character prefab handles ALL environment related interactions. If I build it right, I can build it once and never look at it again in a best case scenario. Expand character into 2 new prefabs. Player and Enemy Player -> attach Controllers to move character Enemy -> Attach AI to move character. Sorry if my explanation is weird, but the overall idea is think really really hard about your objects and try to make them as versatile as possible and slowly expand. If you run into a physics problem 8 months into the development process, you don't want to have to look through 152 different objects with physics attached to them, you just want to try to fix 1. Don't be afraid to write, and if you study UML that is not a bad place to start either.
  4. mager1794

    Enforcing input order?

    You're going to need to build a controller that accepts ALL input, and compare it to the input you're expecting. Create a class with two variables Button Completed And then fill them into an array of x, make sure that youre code doesn't process the next button in line unless the value of completed on the previous is true.
  5. Every game has to start somewhere, and mine will be the concept development phase. I've laid out a personal time line that I am striving to follow for my development process and I will be discussing the process for the Concept model. Sadly, this concept model is going to be more of a gameplay feel concept and not a game concept. My objective is to create a working arena for combat, for the player to practice sparing with a single enemy. Practice Arena In order to begin developing, I need an environment to play and test in. For this purpose, and to offer a place to practice gameplay mechanics for players in the future, I've come up with the Practice Arena. The Practice Arena will consist of 7 game objects. 1 Floor 4 Walls Player Spawn Point Enemy Spawn Point Using unity, this will take me roughly 15-30 minutes to fully configure to my liking. I have no intentions of creating visually appealing content until achieving a "beta" state for the game. After attaching coliders and placing spawn points I can move forward to the Player Prefab. Player Prefab For the player prefab, I will be using some of the free models I found on reddit.com/r/gamedev created by /u/QuaterniusDev. (Full URL for model: https://www.reddit.com/r/gamedev/comments/7jobpt/free_lowpoly_animated_woman/) For the player, what I want to do is import the asset into unity and drag it into my game world. We will be focusing on developing the player as a Prefab and not a game object. By doing this we can easily create the player in new worlds without a lot of extra work. Controls A game is quite literally just an animated movie without user input. The next major step will be defining the user controls for movement. As an engineer, I have a very object oriented mindset which is why I have decided to build a "ControlHandler" class. The control handler will handle input from all sources and trigger events in responses. I'm choosing event driven input vs direct input so that I can easily seperate what triggers each event/movement and give myself easier control/management over the entire game by not having to spend hours scouring for code. Single Spell A single spell sounds boring but with the intricacy of the spell system, and the future talents, building just one extendable spell will be a great start to an intricate spell system later on. Both the player and the enemy will have access to this ability and it will be the primary source of combat in the early stages of the game. Enemy I will also be building an enemy in the same manner that the player was created, I'll be using a model borrowed from our good friend in /r/gamdev and using the low-poly zombie model link: https://www.reddit.com/r/gamedev/comments/7pla8z/free_lowpoly_animated_zombie/ Enemies will have their own customizations in the long term which is why enemies will also be built as prefabs. The goal is the create EVERY object in the game in a generic expandable form. Enemies will be hanlded via an AIController. The AI Controller will handle all active game AI in the scene. Hit Detection In order to provide a small combat experience I will have to build hit detection. The hit detection module will be implemented inside of spells, spells will register everything they come into contact with and register it as a hit. If the spell was from a friendly targe the hit will do no damage. Dodge Mechanics The hyperactive/reactive nature of the gameplay will be ever present inside of the dodge mechanics. Each class has unique ways to defend and protect themself but the most common will always be their dodge mechanic. The first dodge mechanic that will be implemented is a roll to left or right. Dodge mechanics will be expanded as the class system is built out later on. 1v1 Battle Mode In order to create a battle mode, I will add health to both enemy and player characters. Whoever drops from 100 to 0 first is the loser. I will be playing in this version for a while trying to get a better feel for the movements and upgrading. I look forward to writing development posts about all the topics I just discussed, and I greatly appreciate you following on this journey. Outro Nothing in the world is free and I immensely respect anyone willing to take time working on products that they release for free. On that note, I just wanted to share the Patreon for /u/Quaternius. Thanks for all the models you make and I wish you as much success as your heart desires! https://www.patreon.com/quaternius
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