Hey guys (and gals),
I am currently working on a very very very simple dungeon crawler.
You have a profile that contains all items and stats of the player.
The inventory can contain a certain amount of items (currently 30...totally made up on the spot) and you can equip one of each equipment type (except for valuables).
The shop and profile management (call it town/camp if you like).
You can see the current state here: https://seelengeier.github.io/projects/rbdc/src/index.html
Ignore all values for the prices and durability, I don't have any serious data yet.
All data and numbers have been added as "to be replaced during the balancing phase".
Now I need to implement the dungeon part of my game (going right in the profile overview aka. camp).
My current plan says to implement something like this:
- you go into a room.
- if the room contains a monster, you can fight it
- if the room contains no (more) monster, you can go to the next room
- during a fight, you can only choose to strike or flee
- a strike leads to first the player doing one strike, then the enemy doing one
- fleeing leads to the enemy striking once and the player going into the next room if he survives
- When the enemy is dead, the player can get some loot
- if the player finds a room with a portal or exit or whatever (not sure yet, I don't want magic in the game), he can go back to town with his loot
- Or he can go back anytime (I think that's a bit too "easy mode")
- rince and repeat
I know how to implement the dungeon part, but I am not sure on how to balance it.
How do you balance your games?
Do you just come up with random numbers and tweak them by guessing and listening to your guts until they feel right (I get the feeling this would take ages)?
I don't want to have the player go from fight to fight one shotting every enemy, only to get one shotted back when the enemy gets a little bit harder.
I want the player to be able to go through many rooms with enemies while his equipment is getting worn down little by little.
He should have the mindset "should I go on for a chance of better loot or should I save my current loot".
He is supposed to have a good chance to survive the next room, but run the risk of losing if he is not careful.
How can he be careful if all he can choose is "go forward or go back" even during a fight?
I don't want to implement skills or anything fancy. The player should interact as little as possible with the fight.
All he has to do is decide to either take the risk or not.
Going home with his current loot makes the next run(s) easier due to better loot and the enemies should be easier to deal with in the beginning.
I am currently writing an excel file with all stats but when I look at that I only think "yup...nice stats, but no idea how to make them interact with each other".
So, how can I balance damage types, armor types, equipment durability, enemy hp, enemy damage (same as damage types), time invested, rooms cleared, run success rate (I'm sure I missed something)?
Where do I start?
Thanks,
SeelenGeier