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.

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