First, I finished the markup changes (for now). I'm going to want to deal with macro-ization of spell/usables descriptions later.
I fixed a bug where NPCs weren't getting their ranged attack. I'm beginning to think there's a WML goblin messing with my code, because that's honestly the third or fourth time I've fixed this.
Finally, I dabbled a little with the npc value system.
Questions:
-What is the value of a secondary melee attack? Having one melee attack valued at an arbitrary 10 and another one, with a different damage type, valued at a similarly arbitrary 10 certainly wouldn't double the value to 20. Would it be more like 12? What is the value of diversity in attack types? If a Dwarvish Fighter is valued at 16 gold what would be the value of one that doesn't have his hammer? To think about it another way, if a unit has two 5-5 melee attacks of different damage types but has one 7-5 ranged attack, which is worth more, the ranged or the melee attack? If I keep reducing the stats for the ranged attack, at which point will they be valued as equal?
Breakthroughs:
-Whichever attack range isn't the strongest, that range becomes more important for defense than offense. Think about it. Your Elvish Archer is usually always going to attack with his bow and will most likely be attacked in melee range. So, I'm thinking about making the attack value of the weaker range do some math with a unit's defense values rather than its attack value, and vice-versa.
Anyway, I don't think I can work on anything else until I solve the NPC valuation system. It's going to take a lot of math, guessing and testing.
Tuesday, December 8, 2009
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment