Procrastination

The first idea of the game was to make a clicker stat-builder, e.g. you click on a button and gain experience which results in leveling up and getting higher stats. After one "release" (as in a somewhat working program) I changed the idea to be an automatically running builder where the player choosing between different attack options.


Hard work often pays off after time, but laziness always pays off now.

Irresponsibility

My new project is a single player strategy RPG where you control up to 15 characters at the same time and battle monsters on, to start with, gridded map.

No single raindrop believes it is to blame for the flood.

Friday, February 6, 2009

Hit table

For every attack a dice is rolled that can get any value between 0 and 10000, this value represents the probability to something happening to the action according to a table in order miss, dodge, parry, block, hit, critical strike.

miss = 10000 – hit (e.g. bottom percent)
dodge = hit + dodge (e.g. bottom above hit percent)
parry = 0;
if (canParry)
par = miss + dodge + parry (e.g. bottom above hit and dodge percent)
block = 0
if (canBlock)
block = miss + dodge + parry + block (e.g. bottom above hit, dodge and parry percent)
crit = 10000 – crit (e.g. top percent)

This basically means that if the sum of miss + dodge + parry + block is higher than 100% there will be no hit nor crit. High accuracy can negate dodge and parry, e.g. if accuracy is over 100% it will deduct excess accuracy first from dodge, second from parry and finally from block. If there is still excessive accuracy after all dodge, parry and block have been negated it will be added to critical strike chance.

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