Sunday, March 28, 2010

Here come the numbers

I've been playing around with formulas and finally and the inital outline for my game balance. This is a great feeling, as its been something I've been worrying about over the past month. I really had no idea where to even begin, but finally something. Its sure not be perfect but at least its a start. First here's the plan for level, damage, and hitpoints. I based everything off a 10 round combat sequence.

Level, Damage, Hitpoints
1, 2, 20
2, 4, 40
3, 6, 60
4, 8, 80
10,20, 200
20,40,400
30,60,600

This is based off an AVERAGE character. An average character would "defeat" a mob his level 50% of the time. The Damage and Hitpoints can sway 50% in either direction. For example a level 2 character well equipped could do 6 damage and have 60 hitpoints, but a poorly equipped level 2 character would be doing 2 damage with only 20 hitpoints. This is set for the average player of the average class. Obviously a Warrior is going to have more hitpoints, however as a result he may less damage dealing capabilities. This is much needed when designing mob difficulty.

Critical Chance
Critical Hits happen when a character hits for above average. When above average a player will crit 10% of the time. This makes the chance a character will crit equal to 5%. Crits will do double damage.

Chance to Hit
Equally leveled mobs will hit each other 75% of the time.For every level of difference the percentage will vary by 5%. So a player fighting a mob two levels above him will hit 65% of the time, the mob will hit the player 85%.

Armor

Armor can reduce the damage where Armor of 10 will reduce incoming damage by 1 point. Armor of 100 would reduce incoming damage by 10 points.

Sunday, March 21, 2010

First Armor set

Spent the weekend forging some armor. Made great progress on editArmorSlot, wear and eq commands. Also added support for get all and wear all. Here's the first armor set.


Sunday, March 14, 2010

And the first armor is...

A boring sword! Well technically I'm implementing armor first and since armor and weapons will share the same base modifiers, weapons will technically be armor as far as the object oriented structure is concerned.

Made a lot of progress this weekend. Paths which I figured would take me the whole week I managed to wrap in a day or two. Doors are completely done now. He's a screenie of the first sword and the paths.


Monday, March 08, 2010

A Room has a door or a Door has a room?

I'm back.....I'll save the long post for later, but right now I"m working on Doors. Doors which I originally considered being its own structure and table looks like it should actually be an extension of a room_link. Hopefully tomorrow I'll get around to making the changes.