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3

The next step would be to secure a budget of several million dollar to hire a team of a few hundred experienced people, because that's what it would take to create the greatest game ever. Do you have several million dollar laying around? Or do you know any publishers who would trust you with a million dollar budget because you have a solid track record of ...


1

As Philipp already wrote, there isn't one algorithm, but I think one could say there are a number of common algorithms with different characteristics, and you take advantage of those for different parts of game progression. So if you want to ensure a player doesn't get an item too early, you make it dependent on a numeric (currency, in your example, but ...


6

There is no common formula because the formula depends on your game design goals. In the end the worth of money is the worth of what you can buy with it, so you always need to think of money rewards in terms of the items it is worth (usually. there are of course games where making money is a goal in itself, but I don't think that's the deal here). So the ...


0

If I understood you correctly, there are three possible outcomes of a successful hit: The enemy blocks and receives reduced damage The enemy dodges, receives no damage and an advantage on their next roll The enemy neither blocks nor dodges and receives full damage This begs the question of what has priority: The dodging or the blocking mechanic? One ...



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