Week, I can't think up of a title because its Sat.
12 years ago
Back again for another report on my game.
I noticed I was unwatched by someone. I wonder if I spam people too much with these weekly updates. (I totally do these every week <_< honest)
Back on topic, I uploaded a new screenshot, one in the main gallery and one Work In Progress in scraps. I'll leave more polished things in my gallery and anything I happen to tinker with will be thrown into scraps. Hopefully it means I'll go without long stretches of no updates.
This past week I sat down and started tweaking the combat system more, specifically how damage is calculated. I was not a fan of the default formula since it grew into high 4 digit numbers quickly. I started reading up on how other RPG's did their damage formulas, finding out that it can be boiled down to two types. Subtractive which is Attack - Defense or Divisively which is Attack/Defense. Both have their positive and negatives. Subtractive is easily controlled, but you can get into things like attacks hitting for 1. So if you're not strong enough to break through their defense, you're not going anywhere till you increase your power via leveling or new equipment. Divisively you'll never get to that, but power gains can feel slower, and a difference of one number can throw things all over the place. (Attack/3 vs Attack/4 as an example.)
After playing with both, I'm more fond of Divisive formulas. Even if you're under leveled or weaker then what you're fighting, you're not going to get completely creamed. It can open up strategies such as outlasting your opponent. It also means that mobs will never hit the player for 1 damage after a certain point and will be a threat long after he can move on to higher areas.
So to recap, Defense against attacks will be percentage based, I'll probably cap it at 75-85% damage reduction, and that's if you build all defense and use buffs. Attack, I'm still working on that, Unsure if I want a straight multiplier or have it where Attack is base damage then it's divided to work out a multiplier. (Say Attack * 3 vs [[Attack/4] * Attack] )
That's all from me this week folks :3
I noticed I was unwatched by someone. I wonder if I spam people too much with these weekly updates. (I totally do these every week <_< honest)
Back on topic, I uploaded a new screenshot, one in the main gallery and one Work In Progress in scraps. I'll leave more polished things in my gallery and anything I happen to tinker with will be thrown into scraps. Hopefully it means I'll go without long stretches of no updates.
This past week I sat down and started tweaking the combat system more, specifically how damage is calculated. I was not a fan of the default formula since it grew into high 4 digit numbers quickly. I started reading up on how other RPG's did their damage formulas, finding out that it can be boiled down to two types. Subtractive which is Attack - Defense or Divisively which is Attack/Defense. Both have their positive and negatives. Subtractive is easily controlled, but you can get into things like attacks hitting for 1. So if you're not strong enough to break through their defense, you're not going anywhere till you increase your power via leveling or new equipment. Divisively you'll never get to that, but power gains can feel slower, and a difference of one number can throw things all over the place. (Attack/3 vs Attack/4 as an example.)
After playing with both, I'm more fond of Divisive formulas. Even if you're under leveled or weaker then what you're fighting, you're not going to get completely creamed. It can open up strategies such as outlasting your opponent. It also means that mobs will never hit the player for 1 damage after a certain point and will be a threat long after he can move on to higher areas.
So to recap, Defense against attacks will be percentage based, I'll probably cap it at 75-85% damage reduction, and that's if you build all defense and use buffs. Attack, I'm still working on that, Unsure if I want a straight multiplier or have it where Attack is base damage then it's divided to work out a multiplier. (Say Attack * 3 vs [[Attack/4] * Attack] )
That's all from me this week folks :3
shaesullivan
~shaesullivan
http://www.youtube.com/user/ExtraCr.....?feature=watch = I thought you'd appreciate it.
FA+
