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 ...


25

This answer is me taking a gamasutra article and summarizing it with the question asked in mind. As with any soft science there are disagreements even among the experts on the field so I would recommend looking into the links to specific schools of though. The Types of Players The Fictionalists: They see the game's story and fictional world as the most ...


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 ...


19

Which Stats? First, with regards to what stats to implement, you need to work backwards from mechanics to derived stats to basic stats. Determine what effects and mechanics you want during play, and determine how you want those mechanics to work with one another. The important notion when looking at relationships between mechanics is identifying the aspects ...


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 ...


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

You are asking ten questions at once, and some of these require whole books to answer. Still, let me try to give you some pointers before the question is closed by a moderator: Try these websites to learn some basics about balancing. Follow the links and book recommendations if you want to learn more: Balance and pacing: http://gamedesignconcepts....


8

A quick snapshot of the information on current android devices can be found here: http://developer.android.com/about/dashboards/index.html The site is kept up to date every 14-days based on devices which access the Google Play Store so its a pretty decent source for information.


7

Hiding stats stops some casual players from optimizing their builds. However, it will not stop hardcore players from doing so. For example BF3 had completely inaccurate and misleading weapon stats ingame. There are sites dedicated to testing and analysis of all the weapons in the game with nice graphs and charts. This is the most popular one. http://symthic....


6

No, the sum will not converge (run towards zero). It may pass by zero, or be zero at some point, but there's nothing that would make the sum get closer to zero. The sum along any given dimension will be random. However, a sample of sums will tend toward a normal distribution.


6

You mention 2d12, this would imply rolling 2 dice that have 12 sides each, I believe you really mean 2d6 which would be rolling 2 dice with 6 sides each, this would give you a value between 2 and 12 fitting into your rule setting better. You also assume that rolling two dice will give you 33% chance of getting each number between 1 to 12, in fact you can't ...


6

Google has done some analysis on this: http://browsersize.googlelabs.com This link has been deprecated, and instead, it will be available as a feature in Google Analytics. I have taken a screenshot of the front-page sample, just in case: As stated in the about link: Google Browser Size is a visualization of browser window sizes for people who visit ...


6

This is my first post on this stack, so bear with me! This is just my simple opinion. Hidden I am a huge believer in hiding certain mechanics in a game. This is mainly to add some mystery to the game where I--as the developer--am not showing my entire hand to the player. When I say hand, I'm referring to the game of poker. It's me against you, you ...


6

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 have only finished one small game. I didn't read the whole thing, but I ran trough it and I can really say it's too much for a beginner. So if you want to get ...


5

The way I usually end up doing it is to first use a messaging system. Let's say that you send a message each time the player fires his weapon. Then, the weapon system (or the weapon object) acts on that message when it is received and the weapon is fired. If you then want to keep stats of when a weapon is fired, simply log the weapon.fire messages to a list ...


5

Not knowing much about your particular game, telling you what numbers to increase with an upgrade (or by how much) is a bit useless. You'll have to decide on that yourself, I'm afraid. As to how to handle upgrades, The simplest way I can think of to do this is to turn every NSNumber into an array, and add a new attribute "UpgradeLevel". Then, whenever 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

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) would be base strength of 10, +1. Adding another would be: 100 + (+10) + (+10) = 120 An item increases total strength by 1. This is post additive boosting, ...


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

Why not this way? Much easier? damagePerSecond = averageDamage * fireRatePerSecond * accuracy Example: damagePerSecond = 140 * 10 * 0.09


3

Well aside from making it an encumbrance issue re. reagents and suchlike (which could be an interesting mechanic I guess), if you're going the class-based route (I have to admit, I do have a soft spot for class-based systems) then another way of doing it might be to have certain spells or category of spells rely on an amplification of the caster's own ...


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. ...


3

A little example for you, i hope it will be helpful. // Base game object var GObject = function () { // Entities storage this.entity = { hp: new GEntityHp() // ... }; // Storage for buffs, debuffs this.buffs = []; }; GObject.prototype.addBuff = function (buff) { buff.applyTo(this); this.buffs.push(buff); }; // ...


3

Just some short ideas: Only re-calculate the Player's stats when buffs/debuffs occure, not when you need the value. Much likely to what Sequel-based Databases do with indicies (MySQL for example updates the index cache on each write execution providing a verry fast interface for reading data). When you have multiple Types of values, you need to think of a ...


3

Take a look at http://www.mmorpg.com/gamelist.cfm - it lists about hundred games with their payment models. The number of active subscribers is usually hard to find out. The only source is usually the marketing department of each game, which often polishes the number.


3

I've played Pokemon competitively in the past, and if your program is very much so inspired by Pokemon, an automatic system will be difficult. With Pokemon, there are a few things to consider. Damage, Status Effects, Resistance, and just honest player skill. Testing for damage will work fine for Pokemon like Gallade, but not at all for Pokemon like ...


3

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 formula ((Accuracy - Dodge Chance)/Accuracy)*100 (%) is far less intuitive than your formula, but will always give a small chance to miss, even if the accuracy ...


3

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 as a Stealth character. I spent the last 4 hours quickly leveling up. Each level granted new information, so the majority of the time spent playing was ...


2

I don't know how much this could apply to your game but you could look into simplifying your stats to a minimum. In the end, a mage attacks, a knight attacks, a rogue attacks, etc... The problem I've faced with rpgs is that they quickly become these weird number games where: is 50 strength and 60 sword better than 60 strength and 50 sword? Does equipping 2 ...


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