So I am developing my game, and it's coming along nicely. I'm now developing the bag which is for holding the items and equipment. Now I am to the point that I am wondering what kind of stats I should include with my equipment. I figure the basic stats (Str, Agi, Dex, Int) and elements (Earth, Air, Fire, Water). I want to add more stats for custom reasons. But I do not know what kind of limit there is when it comes to equipment. A push in any direction would be excellent.
If I posted this in the wrong section I am sorry.
Thanks in advance;
drseuss
Developing My Game - Need Help
Do you have any sort of plan for your game? If not, then you should just implement whatever you need now and refactor later as necessary.
I trust exceptions about as far as I can throw them.
Quote:
Original post by drseuss
So I am developing my game, and it's coming along nicely. I'm now developing the bag which is for holding the items and equipment. Now I am to the point that I am wondering what kind of stats I should include with my equipment. I figure the basic stats (Str, Agi, Dex, Int) and elements (Earth, Air, Fire, Water). I want to add more stats for custom reasons. But I do not know what kind of limit there is when it comes to equipment. A push in any direction would be excellent.
If I posted this in the wrong section I am sorry.
Thanks in advance;
drseuss
Its your game, it is up to you to set the limits, this thread probably belongs in the game design section, without knowing anything about your game it is pretty much impossible to say what stats you should add without knowing anything about your game.
[size="1"]I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!
The voices in my head may not be real, but they have some good ideas!
One thing you could do is introduce a medium class that we can call modifier. This modifier will apply its effect to its target every frame, or on some action event, like attack, or being attacked, and change unit's stats or give it some special powers - it can be very flexible, especially if you're using a scripting language. If you're not, then you can give it a callback attribute which is also very easy to implement, regardless of the language you use.
Pseudocode (c++ style):
This way, you can generate all kinds of effects without having to change your game engine structure too much. However, what Storyyeller said will hold true for a very long time: if you don't have a specific deadline to deliver this game, just write what you can and refactor later - it's one of the best ways to learn; next time your game engine will be twice as good.
Pseudocode (c++ style):
class Modifier{ Modifier(void* metadata, int (*callback)(UnitEvent event, std::vector<void*>¶ms));//Some random data that this precise modifier might need, like damage dealt by some debuff, or stats increased by a debuff void* metadata;//The actual callback. I pulled this one out of my butt, there probably are better and more flexible ways/type safe ways to do it int (*reactOnEvent)(UnitEvent event, std::vector<void*> ¶ms );}//Now lets make a poison cloud modifiervoid* metadata=malloc(2*sizeof(void*));metadata[0]=(void*)new Poison(10.0f /*dmg*/, 100.0f /*duration*/);metadata[1]=(void*)new Area(100.0f, 100.0f);//create a physical area//The actual callback. If the area of the cloud collides with a unit, the unit suffers damageint (Modifier::*reactOnEvent)(UnitEvent event, std::vector<void*> ¶ms){//Iterate through the unit array for(int i=0;i<gUnits.size();i++)//Note that callback has info about its owner class if((Area*)(this->metadata[1])->intersects(gUnits)) (Poison*)(this->metadata[0])->applyEffect(gUnits));}Modifier mod=Modifier(metadata, *reactOnEvent /*forgot the exact syntax*/);
This way, you can generate all kinds of effects without having to change your game engine structure too much. However, what Storyyeller said will hold true for a very long time: if you don't have a specific deadline to deliver this game, just write what you can and refactor later - it's one of the best ways to learn; next time your game engine will be twice as good.
Well I know the game is my game. But I honestly want more community suggestions. I want the equipment to be a big part of the game. The looks, and making the items and all that. Thats all planned out. But I just don't know when its too much... Having stat modifiers, element modifiers, durability, quality, stuff like "Life < 25% = Auto Regen" and what ever else... What is an example that you would like to see when you click an item to see all its information (stats, resist, magic, etc...)
This is a Game Design question. Moved to Game Design.
-- Tom Sloper -- sloperama.com
Without more infomration about the game we can't really answer this other than the "whatever you want for your game", but as the question was about what you want for your game, then we can't really help.
Actually, if you are asking this about your game, it inidcates that you haven't designed the pasrts of your game where these kinds of stats play a part.
As bags and the stats you posted are typical of cRPG games, this is what I am assuming you are making. In that respect, the stats are a central part of your game and shoulc really have been designed early on.
These stats are part of the character system and the NPC interaction system (typically combat, but can include other kinds of interactions as well).
Interaction and character systems can be very complex to develop because there is so many ways the player can combine the elements of them that you have to account for all and avoid dominent strategies (and other problems too). SO it is important not to just tack on some stat system or interaction system late in the project, it will cause a lot of problems and if they aren't fixed will cause your project to fail.
So, if you haven't aready done so, it would be a good idea to at least sketch out your combat system and character system so that we can see how any stats we suggest will effect your system.
Actually, if you are asking this about your game, it inidcates that you haven't designed the pasrts of your game where these kinds of stats play a part.
As bags and the stats you posted are typical of cRPG games, this is what I am assuming you are making. In that respect, the stats are a central part of your game and shoulc really have been designed early on.
These stats are part of the character system and the NPC interaction system (typically combat, but can include other kinds of interactions as well).
Interaction and character systems can be very complex to develop because there is so many ways the player can combine the elements of them that you have to account for all and avoid dominent strategies (and other problems too). SO it is important not to just tack on some stat system or interaction system late in the project, it will cause a lot of problems and if they aren't fixed will cause your project to fail.
So, if you haven't aready done so, it would be a good idea to at least sketch out your combat system and character system so that we can see how any stats we suggest will effect your system.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement