Java-Gaming.org Hi !
Featured games (85)
games approved by the League of Dukes
Games in Showcase (612)
Games in Android Showcase (172)
games submitted by our members
Games in WIP (658)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Character Stats  (Read 697 times)
0 Members and 1 Guest are viewing this topic.
Offline CogWheelz
« Posted 2014-08-01 17:37:45 »

Before I dive into deep complex equations for character stats, how exactly would you start off basic? Let's say I have a hero and an Enemy.

Hero:
1  
2  
3  
HP = 100
Def = 40
Atk = 30


Enemy:
1  
2  
3  
HP = 80
Def = 30
Atk = 50


So the hero comes in and deals his 30 attack, does he first penatrate the enemys' defence and bring it to 0? Then his second attack takes the enemys' health down by 30? How would a battle like this work?
Offline The Lion King
« Reply #1 - Posted 2014-08-01 17:49:18 »

You tell me. It's your game.

Prototype both styles of fighting and see which one gives you the feel you are looking for.

"You have to want it more than you want to breath, then you will be successful"
Offline CogWheelz
« Reply #2 - Posted 2014-08-01 18:08:17 »

You tell me. It's your game.

Prototype both styles of fighting and see which one gives you the feel you are looking for.

 Grin Thanks, I guess I'm not feeling too creative. I added an armor penetration stat to change things up a bit.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Sickan
« Reply #3 - Posted 2014-08-01 19:22:04 »

This is interesting. Most games use the armor stat to absorb a percentage of physical damage, though some use it as an extra health bar. If it's the latter, armor can usually not be restored once broken. Both kinds of games can have an armor penetration stat, though it works differently. In the first case, it reduces the percentage absorbed, and to be worthwhile it has to reduce the percentage enough that it's not swapped for a Damage stat. In the second case, it increases the amount of damage done to armor. Here, too, it needs to be balanced so that it's not prioritized away.

There are also other interesting concepts such as avoidance (dodging or parrying an attack, or an attack missing outright). The hardest part is to balance all these things against each other so that fights take a reasonable amount of time, otherwise the player might get bored due to fights being too long, or fights being too short.

A third way to do it, that'd be somewhat harder to balance and that I personally haven't seen much in the wild, would be to subtract the armor value from the attack value and deal the difference in damage to the entity. This would strike against casters (assuming you have magic in the game), and other characters with weak damage stats, such as tanks (assuming you have tanks in the game), and might leave them unable to do damage against some foes - not fun for the player.
Offline CogWheelz
« Reply #4 - Posted 2014-08-01 19:39:38 »

This is interesting. Most games use the armor stat to absorb a percentage of physical damage, though some use it as an extra health bar. If it's the latter, armor can usually not be restored once broken. Both kinds of games can have an armor penetration stat, though it works differently. In the first case, it reduces the percentage absorbed, and to be worthwhile it has to reduce the percentage enough that it's not swapped for a Damage stat. In the second case, it increases the amount of damage done to armor. Here, too, it needs to be balanced so that it's not prioritized away.

There are also other interesting concepts such as avoidance (dodging or parrying an attack, or an attack missing outright). The hardest part is to balance all these things against each other so that fights take a reasonable amount of time, otherwise the player might get bored due to fights being too long, or fights being too short.

A third way to do it, that'd be somewhat harder to balance and that I personally haven't seen much in the wild, would be to subtract the armor value from the attack value and deal the difference in damage to the entity. This would strike against casters (assuming you have magic in the game), and other characters with weak damage stats, such as tanks (assuming you have tanks in the game), and might leave them unable to do damage against some foes - not fun for the player.


Based off of what I have now, I was thinking I could divide the attack by 2 and and deal damage towards the armor and the health. When the victim runs out of armor, the full attack damage is dealt on their health.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 
afikri (11 views)
2015-08-31 09:30:22

afikri (18 views)
2015-08-31 09:30:07

afikri (8 views)
2015-08-31 09:27:24

afikri (12 views)
2015-08-31 09:26:40

Roquen (16 views)
2015-08-29 11:30:54

GamerC4 (30 views)
2015-08-22 20:38:50

GamerC4 (26 views)
2015-08-22 20:37:18

GamerC4 (30 views)
2015-08-22 20:37:01

Kefwar (39 views)
2015-08-22 18:07:24

GamerC4 (26 views)
2015-08-22 01:00:24
HotSpot Options
by Roquen
2015-08-29 11:33:11

Rendering resources
by Roquen
2015-08-17 12:42:29

Rendering resources
by Roquen
2015-08-17 09:36:56

Rendering resources
by Roquen
2015-08-13 07:40:51

Networking Resources
by Roquen
2015-08-13 07:40:43

List of Learning Resources
by gouessej
2015-07-09 11:29:36

How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!