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13
votes
3answers
160 views

How do you handle loss aversion in probability-based games?

The psychological phenomenon of loss aversion refers to how players feel losses twice as powerfully as victories. For example, Bite Fight's PvP is a simulation based on probabilities related on ...
11
votes
3answers
344 views

Accurately simulating the lots of dice rolls without loops?

OK so if your game rolls lots of dice you can just call a random number generator in a loop. But for any set of dice being rolled often enough you will get a distribution curve/histogram. So my ...
2
votes
4answers
93 views

How can I achieve a constant drop rate with a variable frame rate?

In my game, I have particles that should spawn at random intervals but with an average rate of x per second. However, the frame-rate varies from around 60 fps all the way to around 3000 fps. I would ...
0
votes
3answers
98 views

Non equi-probable random function

I was trying to find or make a function which is not equi-probable, meaning some values are less probable than others. Apparently what I want has something to deal with http://en.wikipedia.org/wiki/...
0
votes
2answers
54 views

Percentages for different platform generation [duplicate]

I have a level manager, which creates levels and levels create platforms. Levels can contain a variety of platforms. I dont really understand how I can say: I want a 10% of one platform being ...
8
votes
7answers
529 views

Make a fake random distribution?

Sometimes a "real" random event seems unfair and makes players frustrated. For instance a enemy has probability of 20% to cause double damage("critical hit"). Thus he could make 4 critical hits in a ...
3
votes
4answers
1k views

How do I apply different probability factors in an algorithm for a cricket simulation game?

I am trying to write the algorithm for a cricket simulation game which generates runs on each ball between 0 to 6. The run rate or runs generated changes when these factors come into play like skill ...
2
votes
3answers
205 views

Generate slot combinations

How do you generate combinations in slots to achieve a wanted probability of the user winning? Say, you decide that he should win $200. How do you generate combinations that'll cause winnings ...