# Tag Info

### 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 ...
• 259
Accepted

### Words to describe stat stacking behavior?

The way most RPG games work is this: An item/spell etc increases a base stat by a fixed amount: eg +1 strength to base. This is your most basic stat increment. An example of this(which we will re-use)...
• 2,649
Accepted

### How can I calculate the average probability of drawing one of many combos out of a deck of size n?

To compute the probability of a success, we count how many ways a success can happen, and divide by how many ways anything could happen. That gives us the fraction of all the anythings that are a ...
• 135k
Accepted

### Methods for generating unevenly distributed item stats?

I recommend weights randomizing with custom weight values. Given that 10000 is a large number for 25, the random result will be ...
• 2,651
Accepted

### How to generate boards for a game like GamePigeon's Word Hunt?

If I had to create a board like that that has to have a certain amount of valid words, I would first create an algorith that can find words given a wordlist within that matrix. This has the following ...
• 4,358

### What statistical test to use for CPU time?

To answer the question, in case anyone else finds themselves in a similar situation, the correct test in this particular case is a Wilcoxon Rank-Sum test. I determined that my data was non-parametric, ...
• 99

### 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 ...
• 31

### The simplest but most effective and intuitive way to implement Accuracy and Dodge chance in an RPG?

In your system there will be situations where either all attacks of combatant A on combatant B will fail or situations where all attacks will succeed. If that is your design goal, then go for it. The ...
• 120k
Accepted

### Calling out stored variables in class all at once?

Make PlayerStatistics a struct instead of a class. That way, this line: ...
• 135k
Accepted

### stats or profit give away result of game

You are actually dealing with two gamestates models here: The actual model representing the current state of the game (where the player has already won/lost) and the virtual gamestate model ...
• 120k

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

All of this is definitely possible, in fact it sounds somewhat similar to the leveling system in DDO (Dungeons & Dragons Online). As Joza100 said though, this is a lot for a beginner, and you ...
Accepted

### Quick way to approximate a truncated gaussian distribution?

When all else fails, cheat. You could either generate 10,000 (or 1,000,000 or whatever) Gaussian randoms at startup, or put them in a resource and load them at start up, then generate one random ...
• 2,632
1 vote
Accepted

### How to calculate score in my game based on playtime and coins picked?

Maybe you want this one: $$(c_0 + c) \cdot {t_0 \over t_0 + t}$$ $c_0 + c$ is the part for coins. $c$ is how many coins a player has. $c_0$ is a constant which ensures positive score even ...
• 682
1 vote

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

I like the idea of forcing a player to respect and think things through. Pardon my long answer, but it details examples, and also your q was long. Anyways, You can do a rock paper scissors setup. ...
• 61

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