New answers tagged game-design
0
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How can I make text-based combat more engaging?
By making more stats.
If you have character has only one stats that defines entire survival rate (HP) even introducing cost for attacking you essentially makes players to constantly "Use the most ...
18
votes
Accepted
How do map designers subconsciously lead players?
I haven't played Uncharted, so I haven't analyzed Uncharted. What I know about it is mostly from YouTube. Something I can tell is that it is very linear. If there are options, they might be using ...
0
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How to prevent the "Too awesome to use" syndrome?
Just as an aside, some players are very sensitive to this. Personally, I have a habit of always ignoring finite consumables specifically for this reason. Potions are generally used in a pinch, but ...
Community wiki
0
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Looking for a middle ground between raw random and shuffle bags
Adapted from Steve Rabin article on filtered randomness from AI Programming Wisdom 2.
As you identified in the question, a truly random sequence allows for rare anomalies that are perceived as random. ...
4
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Looking for a middle ground between raw random and shuffle bags
One very simple way is to continuously tweak probabilities instead of after some fixed point.
There is base probability pb (0.25 in the example). We have another ...
2
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Looking for a middle ground between raw random and shuffle bags
A shufflebag that is kept at a constant size and refilled using a predictable series could remedy this.
The algorithm
I'm using the 25% proc rate as an example.
Setup
Create a refill list with the ...
4
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Looking for a middle ground between raw random and shuffle bags
Stolen blatantly from D_M_Gregory's tweets:
My preferred approach for this kind of selection is to build some Gambler's Fallacy into the generator - adding notion an item can be "overdue" / &...
Community wiki
19
votes
Accepted
Looking for a middle ground between raw random and shuffle bags
My first attempt would be to enlarge the shufflebag, as Mangata suggested in a comment. So instead of 3 guaranteed failures every 4 rolls, you now have 6 guaranteed failures every 8 rolls.
If you ...
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