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0

Something like that is far from being ignored by MMORPGs. Most just favor using some classic level/skill point based approach, because it's far easier to balance and control progression ("when being there, characters will have skill x, but not skill y"). Therefore most games skip something like that alltogether, or limit it to non-story/non-combat elements ...


0

I can tell you only one thing - even in single player there are some overpowered builds with such huge stats and skill base. You need ages to balance such huge rpg leveling system for mmo. Coming back to classic - DnD system is great, but you need long time to know it and learn how to play. And still, it's (mostly) main goal and lore is "fantasy". Now look ...


3

See Ultima Online. It has 3 Attributes: Strength, Dexterity and Intelligence. 3 Derived Attributes: HP, Mana and Stamina. And a ton of skills, from weapon related skills, healing, stealth, cooking and even forensics. No levels! Character development is continuous rather than discrete. You improve your skills by using them, an by increasing them you also ...


0

If you developed the demo in the video on your own you should be able to understand what is needed for the movement animations. You need to post examples of attempts at coding the movement. In simple terms; You need to capture the movement event(s), you then need to specify which animation(s) to use in those events.


0

Just add the "reqXP = (Level ^ 2 + Level + 3) * 4" if the player levels up. Actually you should only calculate it once the player levels up and keep the variable instead of calculating it every frame (if that's what you are doing)


4

Don't forget to round the numbers after you figured out your curve. It doesn't make much sense to tell the player he needs 119,378 experience points to reach the next level — because the person would always understand it as "roughly 120,000". Thus you will be better off doing the rounding yourself, and presenting "clean" results to your players. For ...


1

there's easy formular, think easy :D accurate = A.dex * 0.1; evasion = B.dex * 0.05 - totalWeight(items)*0.5; chance = ((accurate - evasion)/accurate)*100; if(chance < 0) return miss; else if(random(100) > chance) return miss; else return hit;


2

If you want a logarithmic levelling formula that would simply be: Level = Math.max( Math.floor( constA * Math.log( XP + constC ) + constB ), 1 ) For ~10 million XP at level 100 you should choose something like constA = 8.7, constB = -40 and constC = 111. If the level gap rises too fast for your taste increase constA, decrease constB if you want the ...


1

First of all, let me say that most calculations were done with integer maths because without FPUs real values were slooooooow. I'd say that in the vast majority of cases it would be axis aligned rectangles, simply because that is the fastest way, which as Seth pointed out, is just a special case of separate axis testing. In some cases collisions would be ...


0

I managed to solve this myself and the method I used was probably not the best but it was really really easy. First I define "enloop" outside of the main loop. enloop = 0 Then inside the loop every time the loop runs: if enloop < 10: enloop = enloop + 1 else: enloop = 0 And later also in the loop: if enloop == 10: enx_speed = ...


3

Don't know python, but here is a basic arbitrary-language example. You should only have one game loop that updates all other entities. You can determine how much time has passed between each running of the loop and pass that information on to the entities who can use this information. For Example: main() { lastSystemTime = currentSystemTime; while ...


1

You only need one infinite loop running very fast to do what you're after. Inside the loop you calculate time elapsed since last run. If it's greater than X, then you call function1. If it's greater than Y, then you call function2.


2

You are probably looking for the absolute value! You can implement it like this: def abs(value): if value < 0: return -value else: return value You can use it like this: radius = 20 if abs(playerPositionX - enemyPositionX) < radius: enemyCollidesWithPlayer() However, if your game is in 2D, and you wish to find the ...


1

You can solve this by implementing the controller as a state machine with four states: select character select action select target wait for animation to finish In each of these state different GUI elements are shown/hidden and the inputs of the user are interpreted differently. Instead of implementing it as a state machine, you could also implement it ...



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