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Member Since 30 Aug 2013
Offline Last Active Sep 02 2013 03:17 PM

Posts I've Made

In Topic: Damage calculation in modern game engines?

02 September 2013 - 11:15 AM



i'm not really making an FPS in a classical sense but it does contain quite a lot of FPS elements.

I wonder if i can balance a game purely in a mathematical sense like each class(weapon) is capable of the same amount of DPS but in different ways (or in shooters TTK time to kill).


And make something like a slider wich gives you a certain level of mobility for a certain amount of health (and getting rid of "classes" but certain weapons will be suited for a certain playstyle).


I'm interested in the TF2 way of calculating damage because of the different weapons (like flamethrowers and shotguns).

I imagine it's some kind of script or function.

In Topic: Damage calculation in modern game engines?

30 August 2013 - 03:50 PM

The idea is that within 10 months i have something fairly decent to show to the judges (the teacher will tell us if our project is complex enough).

 I would want to keep tweaking and adding stuff year after year until i feel that it is done. 


We are allowed to use tools to make our game (unity 3D) so we don't have to start from scratch.

I see this as a very very long project to learn my ways in game development and programming.


I am allowed to start from scratch but that would involve working with VERY abstract ideas (pure code) and they have not taught us that much programming yet, that's why i would prefer using something like unity.


(I am NOT making a TF2 clone, the end result will look and probably feel nothing like it, i just gave that game as an example of "inspiration" for my game and i'd like to figure out how they did things.)