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Math genius needed for game making - Page 2

Blogs > shannn
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freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 06 2012 14:23 GMT
#21
On January 06 2012 19:52 evanthebouncy! wrote:
that is not what a mathmatician do. sorry


lol so true
neither programmers..
And all is illuminated.
freelander
Profile Blog Joined December 2004
Hungary4707 Posts
January 06 2012 14:27 GMT
#22
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..
And all is illuminated.
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
January 06 2012 15:54 GMT
#23
On January 06 2012 23:27 freelander wrote:
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..


Some games will give you a bonus when facing lower enemies etc

I think just using the level isn't good though, instead just use the different charLvl - mobLvl to get some kind of multiplier ie 1.0, 1.1, 0.8 and just multiply the stats by that factor, simpler.

As far as tuning your numbers, don't be lazy, do it yourself.
People get to understand formulas by playing around with them and using them, not because they have some sort of magical innate ability.

Just make an instance where you can easily change the stats and play around to see what happens.
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
January 06 2012 16:23 GMT
#24
On January 06 2012 23:27 freelander wrote:
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..

If you actually read the comments I did that after some input from others already.

Then you'd have saved yourself time from actually asking and would know I had 0.0 experience in actually making a damage formula since it's actually my first game.

On January 07 2012 00:54 adwodon wrote:
Show nested quote +
On January 06 2012 23:27 freelander wrote:
by the way I think that using the level of the attacking character is plain out retarded designwise. why would you do that?

you should just use the attack stats, which will naturally grow with a levelup. one more step forward simplicity..


Some games will give you a bonus when facing lower enemies etc

I think just using the level isn't good though, instead just use the different charLvl - mobLvl to get some kind of multiplier ie 1.0, 1.1, 0.8 and just multiply the stats by that factor, simpler.

As far as tuning your numbers, don't be lazy, do it yourself.
People get to understand formulas by playing around with them and using them, not because they have some sort of magical innate ability.

Just make an instance where you can easily change the stats and play around to see what happens.

I know but asking for a very simple formula and try not tune too much would be much better and it can't hurt asking :D

Anyways I've actually made a separate project and just logging the values of each level's damage and stats vs other levels in the console for each touch input (so that I can generate multiple outputs).

This lets me see the damage output much better and faster by just watching it in the console and generate new damage outputs :D
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
THE_DOMINATOR
Profile Blog Joined April 2010
United States309 Posts
January 06 2012 17:05 GMT
#25
as someone already said modulo that shit!
DOMINATION
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
January 06 2012 18:28 GMT
#26
You would probably do well to study some other games and see how they did it. Final Fantasy 6 for example used level^2 / 256 as part of its damage calculation. http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/13573

The calculation doesn't have to be exactly transparent (years of study went into FF6's system, for example) for the damage to be somewhat predictable, all you have to do is see to it that the numbers scale up appropriately as the game progresses. That is, level 3s probably shouldn't be doing 8x the damage of level 1s or you end up with insane numbers as levels increase.
Moderator
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
January 06 2012 20:34 GMT
#27
First of all this is not math at all. It's just experimentation.

Also, is the problem with how the "random damage" is generated, or is there something else? For the random damage part, just use a uniform distribution from A to B.

Say the "fixed damage" calculated from your formula is D. Then you can make A = -0.2D and B = 0.2D. Then your character will always do 80% to 120% of the "fixed damage".

It's also interesting to allow a character to modify the random damage part (similar to HoMM series).
https://twitter.com/SufficientStats
Zocat
Profile Joined April 2010
Germany2229 Posts
January 06 2012 21:16 GMT
#28
You approach the problem from the wrong angle. Or you dont post enough information

First you need to set some goals - aka design. And from there you find the needed formulas (that part is the math part - and contrary to what people said - it IS what mathematicians do).

Until now we know:
- Charlevel should be important
- Attack/Defense Power (an item attribute?) should play a role
- There should be a random component

What you should think of:
How many levels are there in game? 10? 20? 100? 256? 1000?
How big is the health pool? How does it change over levels? How many hits should it take to kill an enemy when both have the same level? How many hits when the level is different? Does this change (i.e. 5hits for 2 lv 1 chars fighting, 10hits for 2 lv 100 chars fighting)? How important should the random factor be?

Random thoughts:
Your RandomDamage looks horrible. Between 0 and Charlevel*10. Variance is way to high. i.e. a lv 100 char:
1, 2 vs 999, 1000 (depending how the HP scales this is a huge issue). Take Sufficiency's approach with his D.

CharAttackingBasePower vs Level:
Why do you need both? Both increase when a level up occurs (I assume). So you can eliminate one stat? If it's class dependant use a class modifier.
Grndr101
Profile Joined March 2011
Belgium125 Posts
Last Edited: 2012-01-11 06:55:33
January 11 2012 06:47 GMT
#29
So an idea about your design here. What a lot of games do is keep a list of attributes for different mobs at different levels, and also for characters.

This would look like this:

MainCharacter(level1(attack, defence, health,.. other attributes), level2(..),.... ..., levelMax(....))

Same for others, while this looks cluttering, a list like this is actually quite efficient in terms of speed and size. It also keeps your game less cluttered instead of using formulas based on level.

You'd simply have to have a function where it retrieves the useful char info and uses it in damage calculation. This also allows you to adjust your stats for items, buffs etc. pretty easily. Just pull out the base stats for level, then apply equipment buff/debuffs and you have an instance of the character ready for combat.

Just some thoughts here, tell me if I'm wrong about sth I said, I am not a professional.

EDIT: lol this got me even more fired up to get into programming again, so much fun designing a game
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