Wednesday, April 14, 2010

More ideas

Health and Mana Recovery

Character at start will regen 50% mana and health after combat. After each succesfull kill the percent increases by 1% up to 50%. Death resets this back to 50%. If the character is hungry and thirsty the base adjusts to 25%. Therefore a character with max benefits (kill spree of 50+) can only recover up to 75% after a battle.


Special Attacks
Crit has chance (1%?) to reward character with special attack point. Special attacks are level based and dependant on class. Dying removes special attacks. Character can only have a limited amout of special attacks dependant on level. Special attacks reset on death.

Traps
Traps can only be set by thieves and are a learned skill. Traps will hold a mob or another character in a room for a set amount of time and may or may not do limited damage. Thieves also will have ability to sense traps, also whether traps exist in adjacent rooms and if they have victims stuck in them. They will also be able to disarm traps. Trap charcters cannot move while trapped but can be attacked.

Combat timer
Starts at infinite but as level increases, the time to respond in the combat menu is decreased. Certain potions and items may affect

Thursday, April 01, 2010

Argument to redesign the mob table

Currently my mob table has columns for hitpoints, mana, moves etc for every mob. I being to question how this will scale as it becomes necessary to adjust the difficult. It would be unwise to assume my initial formula will be correct and I'll never need to adjust the difficulty of mobs. As more items, spells etc are introduced I'll continually have to tweak these settings. My first thought was to save the level of the mob which would for most mobs determine all their statistics. I wanted certain mobs stats to deviate from these level derived states, so I planned on having values that would over ride these default levels. The only problem here is if I would ever adjust the global formula, My mobs with offsets will not scale. To better handle this, I feel that the new mobile object will store level and Percent modifiers for every statistic. A Percent modifier of 100 will represent an equal alignment to the level statistic. Double the level statistic would be 200 or half would be 50 and so one.

Here''s an example of why this would help. Lets say I have created a level 10 mob whose default hitpoints would be 200. Suppose I feel this mob has greater Stamina (maybe 220 or 10%). If I go ahead and store the offsets in the database I would be storing 220. When that mob loads will fetch his HP value of 220 regardless of level. Lets say a month down the line I decide that a level 10 mob should have 300 hitpoints (the base formula is changed). Now I'd have to back and find all these mobs that had special offsets. I'd have to editMobs and from 220 to 330 and that would be tedious. If I instead had stored 110% HP offset. He'd immediately load with 330 Hitpoints without any modifications by a builder.