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Camarada Letlev

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About Camarada Letlev

  • Rank
    Newbie

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  • Role
    Game Designer
  • Interests
    Design
    QA

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  • Steam
    https://steamcommunity.com/id/ComisarioLetlev/
  1. Hello everyone, I am new to the forum and I wanted to consult with you a question I have had for some time. With some friends we are trying to develop a game (as a hobby) and we find ourselves with the dilemma of the attributes of the characters and their attributes, which has corresponded to evasion and precision. We long to create a real-time isometric videogame where evasion plays an important role for the rogues and sea precision implemented for the first defense of an opponent (evasion) How would video games normally do to use the evasion and the precision of the players and the opponents? For example: A player uses his precision to determine his ability. Hit on your goal. We honestly do not have the knowledge in mathematics to lower the case to the answers. What would be the most appropriate mechanics for the case? We seek a delicious balance between the classes, where the theme of its precision and elusiveness is described, the warrior for the stamina and blockage, while the magician for being fragile but mortal with his spells. It occurs to me, it is said that players and opponents compare their points of evasion and precision (as I said in the beginning) and that the probabilities are exchanged with limitations up to 60% for evasion and 85% for accuracy. ) ... I already read a couple of cases where users kindly explained how to implement a system of evasion and accuracy as chances in publications such as: Is there a "formula" to compare two numbers and attribute probabilities to them? Would you recommend using other mechanics that you consider more effective? Excuse me if I sound ignorant, I do this for fun and maybe some people think I did not read the basics to begin to think about the algorithms of a fight, I appreciate your patience. (Based on what I read, I came to the conclusion that I could compare two numbers and bring them to probabilities)
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