irrationalistic

Member

9

1. Strategy game math

I've been searching around to try to find good articles that discuss the math behind a strategy game. I'm not talking about visual math, but more about how do stats like ATK and DEF react to each other? While it seems like this tends to be more difficult to make generic due to the massive amount of differences in each strategy game, I get the sense that there are some common elements between these games that can create some base algorithms for calculations. The core example I'm trying to figure out is, given an Attack Strength for an attacker and a Defense Strength for a defender, what would be the actual damage caused by the attacker? I'm hoping to find a solution that will prevent a certain DEF from overpowering an ATK, but should be more appropriately based on their differences, and ideally won't be based on random chance (though it could be included for a CRITICAL type of modifer). This wouldn't take into account the actual attack speed, since that would determine the rate at which this algorithm runs. Some articles I have found thus far: http://na.leagueofle...5201&highlight= http://serenesforest.../fe10/calc.html http://en.wikipedia....ing_mathematics TL;DR - Does anyone have any thoughts as to some simple algorithms that can take statistics of Attack and Defense and calculate the damage that would be done by an attacker? Any suggested reading is welcomed as well!
2. Strategy game math

Great ideas! I think the "percentage block" makes the most sense, since it is a more direct relationship that ends up adjusting if the statistics increase or decrease. On the basic level, this type of algorithm is the driver. Then bringing in the armor types and weapon types (like Tiblanc mentioned) as well as other modifiers such as breakable armor or critical hits will give your equations a higher meaning. I was noticing how this compares to Pokemon, at least in the Blue version, where each creature has a series of values including ATK and DEF, that power it through each battle. These are obviously modified by the type of creature and the weakness/strength of the enemy, but the idea rings true.

5. irrationalistic

I'm at Boston Logan International Airport (BOS) (1 Harborside Dr, off I-90, Boston) w/ 62 others http://t.co/0w0vrdM0
6. Educational game

One thought is to consider the core pieces you want to teach over the course of the game. Which equations? Which concepts? One of the key ideas of "fun" in a game is based on the idea of learning something and then being able to use it later in the game, making it a repetitive skill. Repetition is also good for education. The simpler an idea, the easier it is to understand, and the easier it is for you to design a mechanic around it. Instead of expecting the player to know how projectile motion works, for example, perhaps following the idea that games like Angry Birds show. You learn about projectile motion by actually experimenting with the visual of a path. Educational games are tough in this sense because as soon as you introduce any educational element such as an equation, players immediately know they have to learn something. Learning == work != fun. Abstractions certainly help to give you a level of fun by hiding the actual educational content behind a cool simulation. I would suggest picking a set of, say, five educational concepts (equations, for example), and build puzzles around them. If the equation is a[sup]2 [/sup]+ b[sup]2[/sup] = c[sup]2[/sup], that is a bit hard to initially understand. Why does that equation work? What are the parts? Turn the knowledge of that equation into something visual that the player can experiment with. The story will help drive the theme, but it won't automatically create fun.
7. irrationalistic

First major frame-limiting bug due to by-reference copy vs. by-value copy. Le sigh. #programming
8. irrationalistic

About to attempt writing my first A* pathfinding algorithm. I think I get it, but that usually is a wrong assumption.
9. irrationalistic

Based on road and parking congestion, I would guess everyone took the day off. #stupidholidays
10. irrationalistic

Anybody have a good suggestion for a free personal SVN system? With at least a couple gigs of space?
11. irrationalistic

RT @iA: MIT's new 1 trillion frames per second camera captures light in motion http://t.co/812jlBvW
12. irrationalistic

Every time I write a to-do list, I am constantly thinking of clever ways to procrastinate it.
13. irrationalistic

Waiting for @caraschacher so we can talk nerdy #science (@ Atlas Purveyors w/ 2 others) http://t.co/RbFY4Y55
14. irrationalistic

Games that force you to buy items via in-game mechanics make me sad.
15. irrationalistic

Is anyone else tired of zombie games? Can't the world end in peace?
16. irrationalistic

RT @FastCoDesign: A Plea: Design With Conviction, Or Don't Design At All http://t.co/4usP3CAN
17. irrationalistic

RT @mike_acton: Is NaCl really ready? | Why Google native client will make game developers and consumers happy http://t.co/fFu7djvV
18. irrationalistic

Drinking? (@ West End Tavern w/ @bridgetcorey) http://t.co/8Xzr4Pde
19. irrationalistic

RT @core77: Space-Saving Furniture Then & Now Video: http://t.co/PgTFXMJZ
20. irrationalistic

Apparently I just check in to food places. (@ Hapa Sushi w/ @caseyhopkins @bridgetcorey @mathewsisson) http://t.co/G8rSEVH2
21. irrationalistic

Hexagons are much tougher than squares. I feel like math is laughing at me right now, and yesterday...
22. Developing Games

Pong, Space Invaders, and Pac Man are all simple game concepts that can really show the amount of work that goes into making a game. All these examples have very minimal art and the design is mostly done for you, so you can focus on process and development. Each game will introduce you to new elements, such as Artificial Intelligence in Pac Man or multiple pong-ball-bullets in Space Invaders. All good for experience!
23. Basic Game Development

I think one of the benefits of getting your thoughts down on paper and testing them on paper is that you aren't introducing the necessity of any other discipline. Granted, it all depends on the size or mechanic you need tested, but by introducing code and art to a prototype, you have just tripled your ability to get distracted from the true idea. Then again, I totally agree with BLiTZWiNG that it's very tough to experience the feel of action, and I imagine that certain aspects of your game will remain un-testable until the final product is put together.

That's a bit like Fallout, Red Dead, or Final Fantasy. That system tends to work pretty well since the saving system is hooked directly into the game itself, not a specific menu. Even helps by healing the player sometimes! Extra bonus.
25. Basic Game Development

The problem in starting with a game engine can be tough especially if you are hand-coding your own. The problem with existing game engines is that you have to whittle them down to the experience you want to portray. The problem with starting from scratch is that you have to consider all the features you want and how you want to use them. Both obviously take a great deal of time. Keeping it simple helps to keep you focused on the general idea and not on the engine itself. Unless you are planning on selling the game engine as a standalone product, there is no need to make your code in anticipation of all the crazy things you can think of. Start with the core ideas, things like who, what, where. Jonathan Blow, in a talk I don't actually remember the link for, mentioned that in creating Braid, he only used class nesting (at most) a few classes deep. He had some sort of Entity class to represent something that was displayed on screen, then most everything worked upwards from there. As you develop, you may notice that your code doesn't support feature X, but if you have kept things very straightforward, it should be almost no problem at all to add it in. The toughest issue I've experienced with that process is I started much too complex and ended up having to add a new class under two others in the inheritance chain. In the end, it probably didn't take me any more time than it would have to do the whole thing the right way anyways. Biggest thing that has changed my coding so far? The knowledge that no one else needs to ever see my code and as long as it works, there is no reason to change it.