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26

For formulating a diminishing returns equation, I'd immediately think fractions. This is a graph of y=1/F y will get smaller as F gets larger. This will give you a steady drop-off that never reaches 0. From this you can transform it to get the sort of curve that you want. Using numbers > 0 will always give positive output that is never 0. Honestly, I'd ...


15

Diminishing returns = decreasing derivative Since you still want some returns even at higher levels means that the derivative should be positive, otherwise building more farms would decrease the food production (which might even make sense if you take into account logistics and upkeep costs) It should approach zero assymptotically, if it goes towards a ...


4

In general, a linear equation will start with y = mx + b, where b is your starting value, and mx is how you adjust the starting value as x increases. So the first part of your equation, the b, will be 10 because you want farms to start at 10 food. y = mx + 10 Next, in your case, you want to adjust the food by produced by every ten farms. So you will ...


4

Would a linear diminishing return do? production per farm = (1 - (0.05 * (f/10)) ) * production rate. This gives a total production (rate * # of farms) peak at f = 100.


3

UI and HUD is better managed elsewhere. the GameManager is supposed to manage the game state and transitions between game states and nothing else. Possible states could be title, menu, loading or ingame. Note that there are not states for every level like levelXY. See the scene/level as the data for a state. You might come into a situation where need to ...


3

3d terrain always comes with a cost: Objects get obscured behind cliffs, so the player needs to rotate the camera to maintain situational awareness. This takes time and disorients the player. They end up fighting the camera more than they fight the enemy. So before you add height levels just for the heck of it, consider how much it adds to your game in ...


3

You have only two main options, both of which have serious pros and cons: Use normalized positioning, so that the X and Y coordinates are expressed effectively as a percentage of the available width and height. Use absolute positioning, so the X and Y coordinates are exactly the pixel or point coordinates of the sprite on the screen. Relative positioning ...


2

No. While the details of copyright law varies by jurisdiction (US versus Europe for example), the general thrust is basically the same: copyright gives the author of the work the control over who can use the work and how. It is only okay to use somebody's copywritten work if they have explicitly permitted you to do so. "Giving the author credit" or "not ...


2

How many stat modifiers do you expect to be applied to these stats by the final part of the game? Is there a limit to how high these stats can go? Does the player gain these stat modifiers frequently or rarely? Do you want each new modifier to have a minor or major effect on the stats? Since we don't know anything else about your game, it seems that you ...


1

You might want to consider an algorithmic solution that matches the situation. That is, consider why there are diminishing returns in your game situation, and model those. Multiple facilities of the same type might have diminishing returns is that there might be other resources or facilities which they depend on, or which result in bottlenecks, or other ...


1

The higher the damage output per second of a weapon, the more should you limit its ammo. Otherwise you give the player a too powerful tool to solve situations too quickly. Let's say you have a huge boss monster. You invested plenty of time and resources into giving it lots of cool animations. To make sure that the player sees everything, you want the fight ...


1

You need to think with Portals :-) Make the playing field large enough that a player can't see from one end to the other (e.g. using fog). That way, a player can never see two instances of the same opponent. Of course weapon ranges need to be limited appropriately as well. Then, when a player nears the edge of the playing field, just draw a second copy of ...



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