# Tag Info

38

In any game where you have character leveling, you need to decide on a power curve. This is a mathematical function which maps game progress to character strength. This curve can be linear, polynomial or even exponential. The flatter the curve, the less progress your player will feel, but the easier it is to balance because early-game content still stays ...

35

Firstly, you should know that the Myers-Briggs Type Indicator is a proprietary system - if you wanted to use exactly this system in your game you'd need to license it from the foundation that commercializes it. (It's also, in terms of scientific validity, kind of bunk - it's popular mainly due to effective promotion and application in flashy motivation ...

29

You do not give deep details about what you already have, but starting on an empty canvas, I would say that intelligence shall be used to determine the complexity of the spells being able to be cast by the wizard, while strength may be used to determine the number of spells being able to be cast by unit of time. This way, an intelligent but weak wizard, may ...

21

One way I can think of to make strength important to a mage, would be to have strength decide the maximum weight a player can carry, and have some (or all?) Spells require reagents that take space and consume weight. Or make a heavy staff necessary to cast the more powerful spells, which you can only wield if you're strong enough. That way, if you want to ...

18

Game characters are usually animated using a technique called skeletal animation: (Image source: Valve Software) Each 3d model has an invisible bone structure (the red and teal lines in the image above). Each polygon of the model is connected to a bone. When you define a motion sequence, you define it as a sequence of rotations of the bones around their ...

15

UPDATE: over the years I've become a bit more knowledgeable, and I realized Setup 2 can be modeled in a simpler way. I've added Setup 3, which I believe is the best solution. Your question inspired me to play around with the RUBE editor to find a nice solution. Here's what I came up with: Setup 1 Let's start with the simpler one on the left. It has the ...

15

Casting requires mental discipline but also requires large amounts of energy to flow through the body. Holding the body in the right position and directing the flow with precision requires physical strength to hold the arms and the head and the fingers just "so" while huge energies are flowing through them. If your muscles are not strong you have to take it ...

14

As far as I know, this is because the humans centre of mass is near the pelvis. This is just a convention, but almost everyone does it. But it makes sense to choose a point that is at the middle (not a foot for example) and doesn't move too much. Let's say you choose the foot as root. If you want to do a walk animation, you'll move the foot and everything ...

13

The elements you can use to present emotions I can think of are: Visual character animations (walking upright, bowed or hobbling, arms near the body when cold) especially facial expressions textures or decals (injury, blood, scratches) particles (sweat, blood) Gameplay player abilities (movement speed, jumps, reaction time, attack strength) body ...

13

Get rid of Strength Just because every other CRPG since the inception of computer games has ripped off D&D's original poorly-conceived attribute system doesn't mean that you have to as well. You can fix the issue of Strength being useless for casters by simply not having Strength. Or don't have it for casters. Some alternative stat concepts that don'...

11

@Philipp gave a great answer. Another concept to take into consideration is the idea of average threat level. It is perfectly acceptable for certain foes to have stats dramatically greater than what your curve predicts – so long as their other stats are lowered in proportion to the increase. For instance take pixies armed with envenomed needles. They are ...

10

Let's start simple and forget the constraint that skill values should be integers for a moment. If we look at the equation for your job skill: \begin{align} \frac{w_1 s_1 + w_2 s_2 + w_3 s_3 + w_4 s_4 + w_5 s_5 + w_6 s_6} {w_1 + w_2 + w_3 + w_4 + w_5 + w_6} &= j\\ w_1 s_1 + w_2 s_2 + w_3 s_3 + w_4 s_4 + w_5 s_5 + w_6 s_6 &= j \left( w_1 + w_2 + ...

7

"Idle action" or "idle animation." I don't think there's really standard, but those are very common terms. However, it seems like some games/animation frameworks, like the one used by StarCraft 2, differentiate between commonly played animations ("idle animation") and less common animations only played from time to time ("fidget animation"). In the end it ...

6

The answer by danijar already has some good ideas, but I have another one. Unless you want to go for a silent protagonist, you could have the player-character monologue about feelings of discomfort. First just occasionally ("I could need a snack right now") and then more frequent and demanding ("Hunger! I'm starving! Food! Please!"). The player will feel ...

6

There are several options for this. Keep a queue of a fixed number of past positions of the player character to which you append only whenever the player moves. Always place the NPC at the oldest position in that queue. That will look as if the NPC mimics past moves of the player-character. There will be no way for the PC to shake off the NPC, because it ...

6

We would like to know which is the best solution in computational [...] [...] it'll require a bit more processing power. Stop right there. This is a non issue. The scope of these character classes is so small in comparison to what you'll have to compute when managing physics and graphics that it's really not worth to take that into consideration now. You ...

5

You could take each non-magical stat, and make it have a secondary but useful function to spells. A simple approach might be to allow access to certain thematic (and powerful) spells only if the character reaches certain secondary stat values. For instance, for Strength, you could decide that thematically applies to the ability to magically absorb physical ...

5

Parent the objects to bones and they will move with the bones.

5

this problem is divided into two situations： first: sword, this thing can be just parented to the bone, then it will move with bone; second: cloth, in blender, you need to use the same armature, then create two different cloth, and rig the cloth mesh to the armature. in unity3d, read this article: http://forum.unity3d.com/threads/stitch-multiple-body-parts-...

4

I have a plethora of ways in which INTELLIGENCE helps a WARRIOR type. It is the problem of the attribute STRENGTH helping a WIZARD type that is giving me so much difficulty. (...) What can I do to strength, to make it more appealing to wizard types, or any class that does not perform any melee combat? Big text: Don't do this. Stat systems, like the one D&...

4

One central reason would be that in order to assign different materials, you need different entities / meshes / sub-objects. You don't need to have an individual object for each minor element (such as the mouth or the lips of a head) if you are applying a texture later, but UV unwrapping a few not so complex object separately and applying then a material is ...

4

Ok just fix it: I needed to check off the "Has Exit Time" option of every transition link in order to work fluid. I hope it help anyone having the same issue

4

I appreciate that you'd prefer to solve your problem using parenting but the truth is you're going to be fighting Unity more than utilizing its simplicity if you attempt this. The problem is that MouseLook (which is used by FirstPersonController) stores its own value for rotation and uses that exclusively on the Transform that it owns. This is a problem ...

4

Disclaimer: I am not genderfluid, nor am I a psychologist or gender therapist. I have had regular and friendly contact and conversation over several years with at least two genderfluid people, one of which I have met personally. I am speaking purely from a game design standpoint and make no claims of special qualification to comment on genderfluidity. ...

4

Job titles and responsibilities vary greatly from one place to the next. The duties for a particular role at a particular place depend on what the two relevant parties have agreed upon. The particulars of that (such as authority of a manager to assign additional responsibilities, legal ramifications, and so forth) extend beyond the bounds of game development....

3

NauticalMile's answer is great (and bonus points for the killer animated diagrams). To give an alternate suggestion that doesn't suffer from the same problems (the wheel collision stopping you from moving past objects that a floating body should be able to traverse effortlessly, I suggest modelling something more closely matched to the reality of your ...

3

There are a lot of good responses in here but I'd like to throw something in that is less an answer and more a different way to get at the question. From the player's perspective character building is about sacrifice. They have a limited pool of resources they have to choose how to divide up. Your job as the designer is two-fold: Make each choice clear to ...

3

If we take strength as being a measurement of physical prowess, then you may want to consider how casting and magic wielding impact the caster physically. Some spells could come at a physical cost as well as a magical/mental one. For example, a fireball could burn the casters hands incurring slight physical damage which is offset by strength/toughness. ...

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