Re: design question:game skill system

Discussion in 'Python' started by Littlefield, Tyler, Oct 3, 2012.

  1. I just wanted to say thanks to all the people that provided input, both
    aonand off list. It gave me a good direction to head in. Thanks again.
    On 10/2/2012 2:34 PM, Ian Kelly wrote:
    > On Tue, Oct 2, 2012 at 2:00 PM, Littlefield, Tyler <> wrote:
    >> Hello all:
    >> I'm looking at a skill/perk system, where the player builds up his char by
    >> using perk points to add abilities.
    >> Each perk is under a category, and generally costs go up as you increase the
    >> perk.
    >> So I'm trying to figure something out; first, I'd really like the cost
    >> calculation and all of that to be dynamic, so that I don't have to write a
    >> calculateCost per object. I'd also like to be able to specify dependencies
    >> and say a level, as well as other factors before a player can obtain a perk
    >> and have them self documenting. The idea is that a player could do something
    >> like:
    >> data perk extended health
    >> and it would tell them they require health at 50 before they can purchase
    >> extended health, as well as the cost, the increase per level and the total
    >> overall cost.

    > What are the cost calculations based on? If there are specific
    > formulas then you would need to store them somehow, possibly just as a
    > function to be called or string to be evaled, but if the security of
    > the perk database is of concern then you could engineer a more
    > sandboxed representation. For dependencies, you can keep them in a
    > container. An extended health perk might look something like:
    > cost_formula = "5 * level ** 2"
    > dependencies = {HEALTH: 50, PLAYER_LEVEL: 15}
    > benefits = {HEALTH: "7 * level"}
    > where HEALTH and PLAYER_LEVEL are just some arbitrary known constants.
    > Your core perks library would then be responsible for looking this
    > information up, running the formulas, and performing whatever
    > calculations on it are needed.
    >> Finally, I'm curious how to store and calculate these. I thought about using
    >> a uid per perk, then storing something like: {uid:level} on the player, but
    >> means that I have to lookup the name somehow still in the main perk
    >> database, then use that uid to check if the player has it. Are there better
    >> ways of storing skills?

    > When you say uids, you mean UUIDs, right? I'm not sure what advantage
    > there is in using abstracted unique identifiers for these. Assuming
    > you have full control over what perks are added, you can ensure there
    > will be no name clashes, so why not just use the name or a name-based
    > tag to uniquely identify each perk? Regardless of how you identify
    > them, though, your code is at some point going to have to go to the
    > database to look them up, so I would suggest you just go ahead and
    > write that code, and then you can add some caching later if it turns
    > out to be needed.
    >> I'm also thinking about calculation; currently the
    >> CalculateMaxHp method would have to add up all the possible perks for
    >> health, then add stats and all that. That could get really rough on
    >> performance if it's called often; would something like a cache work, where
    >> you have something like: {attribute:dirty}? So if I call CalculateHealth, it
    >> checks for the dirty flag, and if it doesn't exist just returns the previous
    >> max HP, but if the dirty flag is set, it recalculates? Then anything
    >> modifying health (level gains, perks, stat increases/etc) would just set the
    >> dirty flag and call calculate?

    > Sounds reasonable. I wouldn't use a separate flag attribute, though.
    > When max HP becomes dirty, clear the cached value, and use the absence
    > of a cached value to inform your code that it needs to recalculate.

    Take care,
    The aspen project: a barebones light-weight mud engine:
    He that will not reason is a bigot; he that cannot reason is a fool; he that dares not reason is a slave.
    Littlefield, Tyler, Oct 3, 2012
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