Game Programming and Development Tools

online game development. – bennythebear

bennythebear

Member

Posts: 1225
From: kentucky,usa
Registered: 12-13-2003
OK, i've been playing online strategy games such as:

unification wars(uc.gamestotal.com)
final destruction(final-destruction.com)
etc.

so i was wondering how you begin to come up with te formulas for a game like that? like how much each military unit is worth in strength/nw/power(whatever you measure by), just how do you come up with all that stuff. because i know there are hundreds and hundreds of things to keep track of, and that have to be calculated for everything. i'm planning on developing a game of this genre later(i have a long way to go in the abilities department), so i'm looking for some resources on all of this stuff. any help would be appreciated. if didn't make any sense let me know and i'll try to clear it up(i've been up all night and posting at 5:30 am).

------------------
proverbs 17:28
Even a fool, when he holdeth his peace, is counted wise: and he that shutteth his lips is esteemed a man of understanding.

proverbs 25:7
open rebuke is better than secret love.

www.gfa.org - Gospel for Asia

www.persecution.com - Voice of the Martyrs

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
quote:
Originally posted by bennythebear:
so i was wondering how you begin to come up with te formulas for a game like that? like how much each military unit is worth in strength/nw/power(whatever you measure by), just how do you come up with all that stuff.
[/B]

Quick answer - guess and let the playtesters test your guess.

Long answer
Keep all the values in a text or config file - so you can change them without having to rebuild your entire project.

How to do you make your guess. Build a combat engine and test various units in battle 10,000 times record the results - work your numbers off of the results those give. (or do a stats analysis and figure out the odds of one unit beating the other)

Assign bonus percentages to certain abilites (these are guess) for example a unit that flies maybe 25% more expensive than the same one on the ground.
While a unit that cannot move suffers a 50% penalty (these are just guesses they vary from your game mechanic)

In dealing with multiple units against one unit the generally accepted formula is

number units squared times power is a formula I've used for dealing with smaller units surrounding a larger unit, this of course does not apply if the larger unit has area effective weapons.

One way to help build set points in - is make twice the capability twice the cost - three times capability nine times the cost.

These are some general guidelines the proof is in the pudding so they say - in otherwords no matter what you do - your beta testers will find some way to tweak / manipulate whatever system you create.

bennythebear

Member

Posts: 1225
From: kentucky,usa
Registered: 12-13-2003
thanks. so it's a "guess & test" method. that makes sense to me.

------------------
proverbs 17:28
Even a fool, when he holdeth his peace, is counted wise: and he that shutteth his lips is esteemed a man of understanding.

proverbs 25:7
open rebuke is better than secret love.

www.gfa.org - Gospel for Asia

www.persecution.com - Voice of the Martyrs

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
well a lot of systems are just guess and test. I haven't checked out the two examples you posted, but again, mathematics is normally heavily relied upon to provide at least 'close' guesses to then be later tweaked.

Most online games will be built from some principle...

------------------
www.auran.com