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54 votes
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How can I make text-based combat more engaging?

Basically, you are looking for ways to improve the player's choices; the ways to do that are to make the choices more interesting &/or meaningful. By meaningful, I'm referring to the impact a ...
Pikalek's user avatar
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26 votes
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Fair combat system for new players on RTS game

At this point, there were good examples of preventing lowling bashing, so I want to suggest a different approach: encourage the protection of lowbies. The only High level player's dangers are ...
PSquall's user avatar
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15 votes

How can I make text-based combat more engaging?

One time I played a game which had one of the best text-based 2 characters combat systems I ever played (the game was awful in every other regard, so I forgot its name): Each side had a number of ...
Philipp's user avatar
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12 votes
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How many choices for attacks should a player be given?

The core idea I teach my students is that choices in a game should be contingent and situational. That is, there should be situations in which you would choose one option and situations in which you ...
DMGregory's user avatar
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10 votes

Fair combat system for new players on RTS game

Base building and drop-in multiplayer are two features which don't go very well together. One option is to allow new players to progress very quickly. Give them the tools and resources to defend ...
Philipp's user avatar
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8 votes
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In tactical combat games, why does shooting end your turn?

Pacing One standard rule not just of game design but of any form of entertainment is to aim for an engagement curve which slowly builds up excitement and then relieves the tension at the peak point. ...
Philipp's user avatar
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7 votes

How can I make text-based combat more engaging?

The MUD gemstone 3 had great text based combat. Being a MUD, it had real time combat and was multiplayer. One of the more memorable things was that it had stances. You could be defensive, neutral ...
Alan Wolfe's user avatar
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7 votes

How can I make text-based combat more engaging?

It's often said that games are most fun when their choices are meaningful. If your mechanics too simple, your choices become obvious (e.g. health low -> drink health potion), and the game becomes ...
congusbongus's user avatar
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7 votes

Fair combat system for new players on RTS game

I'm still thinking of a way to implement a proper, fair combat system between new and existing players Abstracting the answer a bit, there is a more general underlying question: how to make things ...
Flater's user avatar
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7 votes
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Magic Number Difficulty Balancing

Your problem isn't in finding the magic numbers or magic formula that makes your game feel "good" Your problem is that you haven't adequately defined what "good" is in your game. (In your question, ...
DMGregory's user avatar
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6 votes

Fair combat system for new players on RTS game

You can use something like Elo Rating System So that players can attack each other based on their elo range. To make things clear: Suppose playerOne attacks playerTwo knowing that they are in the ...
medukrin's user avatar
6 votes

Is my skill tree possible, balanced, or even a good idea?

Of course it's good for you to have this tree, but what I see from this is that you are aiming too high! As a beginner developer you might just get stuck. Trust me it happened to me many times and I ...
Joza100's user avatar
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6 votes

Are there any formulas/algorithms that could allow level to decide how many dice can be used for a roll?

Yes, there is. numberOfDice = floor( ( Level - 1 ) / 10 ) + 1 The floor method will essentially take the integral part of ...
Vaillancourt's user avatar
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6 votes
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how to make a damage curve not end abrubtly

Use a sigmoid curve, like these computationally cheap examples. If you want a smooth approach to zero with no upper limit, use tangent.
Engineer's user avatar
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4 votes
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Need help deciding on an ability system in Unity

A very "unity" solution which I am using in one of my project would be to use prefabs to represent abilities. When the PlayerCharacter class uses an ability, it ...
Philipp's user avatar
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3 votes

Is my skill tree possible, balanced, or even a good idea?

Often games tend to prefer single class focus, as you described for your end game, however from a user perspective consider this: Warrior beats stealth beats mage beats warrior I'm playing your game ...
Ahddib's user avatar
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3 votes

How to design simple turn based combat system with multiple difficulties?

Your core combat mechanics seem to be very simplistic. If I understood you correctly, all the player does is pick one of two strategies and hope for the best. There is not much room for skill ...
Philipp's user avatar
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3 votes

Fair combat system for new players on RTS game

You could try to discourage players by introducing some kind of karma/morale system. Player that attacks much weaker enemy would lose his karma. Karma would be gained every day/hour/X, or when ...
MatthewRock's user avatar
3 votes

MMORPG Design Question: Best idea for adding PvP(PlayerVsPlayer) in open world MMO?

All the solutions you proposed have appeal, but their appeal is for different player demographics. According to Richard Bartle's taxonomy of player types, there are 4 types of players playing MMORPGs:...
Philipp's user avatar
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3 votes

In tactical combat games, why does shooting end your turn?

Allowing a move after an attack lets you aggro an enemy then dash out of its range / behind full cover where your unit is no longer at risk. It's a safe but dull strategy that avoids the drama of ...
DMGregory's user avatar
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3 votes
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How to set attack speed

You can set the custom_speed argument when calling play. For example, to play an animation at half speed you do this: ...
Theraot's user avatar
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3 votes
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simplest combat system i can do with code?

One of the "tricks" I mentioned in another answer was using an AnimationPlayer to play animation from another ...
Theraot's user avatar
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3 votes

How should I organize the type advantages and disadvantages for my monster-catching RPG?

A cute trick I like to use to investigate this kind of type advantage system to simulate how players might use those types when competing with each other. Even if your game is purely PvE or doesn't ...
DMGregory's user avatar
  • 134k
2 votes

Get enum value "string", and get int value of that

You can override the size of the enum, if needed: ...
Jon's user avatar
  • 3,704
2 votes

How can I make text-based combat more engaging?

You could make it time sensitive. So you could say "The troll is swinging his club at your head..." and have the ... appear incrementally (say 0.5 seconds each). If by the time the last . appears the ...
Peter Morris's user avatar
2 votes

Combat System - Class Objects as Package and Listener

This feels right to me. CombatTalker() ...generates combatPackage()...--> combatListener()-->Processed-->output values But it would be more efficient to ...
Kitanga Nday's user avatar
2 votes

How can I make text-based combat more engaging?

Try something new. Note: this may be long but I promise you it'll be worthwhile If you're going to do something innovative and able to stray from the traditional multi-option combat system. I'd ...
Elian Kamal's user avatar
2 votes
Accepted

How How can I make a simple combo combat system in Unity

If you're looking for a way to do this directly through Mecanim, it's also possible that way. I'm assuming you're using a trigger or bool parameter to start your transition from idle to attack, ...
Zarenityx's user avatar
2 votes

How do I make three attack systems so that there is a rock-paper-scissors distribution, but equal average?

In case the two parties each select an attack type (S/M/P) before the attack, you could do this: Both parties roll two dice. If they both use the same attack type (S vs S, M vs M or P vs P), then ...
Bram's user avatar
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