Anyone have the damage parameters down to a science??

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Thanks Todd, I'll search around for the post by Holy. Probally won't have too much backtracking but there will be some.? I'm trying to make each map a serperate level to avoid that but each map will be backtrackable once the "map" is beaten.? I might hide a few items you'll need later on back on previos maps though.? I want to make the enemies correct for the lvl the player should be first time through the map.? Something along the lines of say map 1 the player should probally reach lvl 10 or so to beat, next map maybe 17-20 and so on.? The previous maps would of course be easier to get through if you later in the game and lvl 25 instead of lvl 1 when you started the first map but that doesn't bother me and make sense to me.?

I think I'm going to handle figuring out what stats the creatures should have by creating only one monster type and just? make copies of them for each lvl then fighting them with the equiptment the player could have at that time and see how the enemy/player fares.?

Example: I'd take say a skeleton and make several copies that are different lvls: 1,5,7,10 ect then adjust thier stats to match the player/equiptment.? Does this make sense to do it this way?? I'm trying to streamline the enemy/weapon/armor creation portion of the project.? I figure that once I know the approx. stats that the eneimes/weapons/armor should be, I could then uses those stats to make the rest of my enemies/weapons/armor based on the baseline then make small tweaks.?

This is the first I'm doing this with SOM but was thinking that it could really streamline the process and then maybe we could post some stat charts to show a baseline based on the equiptment/stats vs enemies/stats. ‎  It could be a good baseline for people to help create thier games.
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Re: Anyone have the damage parameters down to a science?? - by lavaelf1024 - 2009-10-30, 05:47 PM



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