Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
0 user currently in Game Creation Center. | 1 guest
Acmlm's Board - I2 Archive - Game Creation Center - Physics Based RPG damage calc | |
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 450/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 11-10-04 12:09 AM Link | Quote
In RPG battle systems, I see two different concepts of how damage should be calculated. One one extreme, there is simple, easy to understand, and frequently small numbers based systems (see Paper Mario, the best example of such that I've played). On the other extreme, there are systems where numbers seem to have been pulled out of absolutely nowhere (the Final Fantasy series has a tendancy for this). Simple systems seem to create the better gameplay, and the only advantage of other systems that I ever hear of is realism.

However, these systems are not realistic, if anything, they're prone to creating situations even more rediculous than the simple systems.

So, I figure, why not make a damage calculator based on solid physics? This would all, of course, be hidden from the player.

Here's an example equation, this one calculates the peircing damage of a stabbing weapon, in pascals.

d = ((armMass+weaponMass) * sqrt(2 * (strength/(armMass+weaponMass)) * (armLength + weaponLength))) / weaponSurfaceArea
Where d is pascals of pressure, armMass and weaponMass are in kilagrams, strength is in newtons, armLength and weaponLength are in meters, and weaponSurfaceArea is in meters squared.

This would be compared to the resistance of a target's armor to see if a blow peirces (if it does, damage is pretty considerable). If it doesn't, we add the top side of the equation (that is, the whole thing before being divided by weaponSurfaceArea) to the total amount of blunt force damage done to the target (which would act somewhat like hitpoints).


So, two questions:
1.) Do you think using phyics calculations in an RPG is reasonable?
2.) Did I get my calculations right?
me99909

Buzz Blob
Level: 28

Posts: 146/296
EXP: 122579
For next: 8759

Since: 04-02-04

Since last post: 31 days
Last activity: 8 hours
Posted on 11-10-04 05:33 AM Link | Quote
I have to say, that is the most interestingly odd idea i've heard for an RPG...

I say, try it out. If it works, great. Those Huge monsters can finally pack a punch
Sokarhacd

Ball and Chain Trooper
Resistance is Futile
You Will Be Assimilated
Hab SoSlI' Quch
Level: 61

Posts: 567/1757
EXP: 1799888
For next: 76708

Since: 03-15-04

Since last post: 6 days
Last activity: 4 hours
Posted on 11-10-04 07:03 AM Link | Quote
that looks like a great idea actually...it seems like the huge monsters with big arms, and weapons will be really strong though...but I guess thats what needs to be done,
1)its quite a reasonable idea actually
2)I think so...
Rod F

Red Goomba
Level: 11

Posts: 32/37
EXP: 4681
For next: 1304

Since: 08-26-04

Since last post: 197 days
Last activity: 59 days
Posted on 11-11-04 02:41 AM Link | Quote
it's a very interesting idea, and wil definetly add a bit more of realism to RPG games. In fact, it'll be better if instead of the good ol' 'Fighting by turns' the characters should fight as if in a 3D fighter game... that would even make you consider the momentum of your attack, etc...

You're calculations seem to be right. . i don't seem to get why there are square roots in there. You should consider a classic Forces study for each specific strike and then make it a global equation for all types of attack.. . the length of the arm/weapon, it's mass, the strength or speed the character seems to weild his weapons or his own arm also affect it... etc.. This is just what come from the top of my head right now. The only thing i would add is Momentum/Torque in the equation..
Squash Monster

New Age Retro Hippie
Togateiru Fohku Kohgeki!!
GRUNGE no HAMSTER otona bite
Peace love and turnpike!

Level: 40

Posts: 454/677
EXP: 430507
For next: 10802

Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

Since last post: 5 hours
Last activity: 5 hours
Posted on 11-11-04 05:23 AM Link | Quote
Momentem is in that equation. That's what the square roots are for...

vf2 = vi2 + 2a(delta)x
For anyone not versed in physics, that's
final velocity squared is equal to initial velocity plus two times acceleration times change in position.

Remove vi, becouse we assume the character's arm to be stationary before his strike (it occurs to me now that I should put that back in to account for running attacks, though). Take the square root of everything to solve for vi. We get change in position based on arm length and weapon length. We get acceleration by converting strength to force by dividing strength by the mass it moves. When we've done all of that, we multiply by the mass, becouse force is equal to mass times velocity. And divide by surface area to get pressure in pascals.


Thanks for the interest, everyone. I'll probably make a simple RPG battle simulator when I learn a bit more about graphics in Java (my current programming language) and I finish learning circular motion equations (the next unit in Physics - handy for weapons that are swung).
Lord Rahl

Snap Dragon
Level: 43

Posts: 650/792
EXP: 544657
For next: 20389

Since: 03-15-04
From: Temple of the Winds - Training Room

Since last post: 43 days
Last activity: 7 days
Posted on 11-11-04 11:34 AM Link | Quote
This looks really intresting. Finally, a good use for all the stuff I learnt in Physics 30!
Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Game Creation Center - Physics Based RPG damage calc | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.007 seconds.