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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Squash Monster
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Squash Monster

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

Level: 40

Posts: 444/677
EXP: 430507
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Since: 03-15-04
From: Maryland (of the Country Between Canada and Mexico)

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Posted on 10-30-04 05:49 AM, in a wonderful idea....lol Link
Here's a possible alternate character advancement system:

Everything you do increases skills/stats at a decreasing rate.

This is best explained in an example:

Ralph the beginner starts bashing slimes with a club. He has a really weak character, so his strength starts going up (exercise), his combat skill starts going up (practice), and his combat skill against slimes starts going up (practice with slimes). His dexterity doesn't go up much, becouse slimes aren't very hard to hit, and his intelligence doesn't go up at all, becouse hitting slimes with a club doesn't take any brain power.

All of these stats, however, don't keep increasing so much. For strength, dexterity, and intelligence, a hidden exp point-like system is used. If Ralph starts attacking rock golems after he realises he's not getting stronger, his strength will start going up a lot, becouse that takes a lot of strength (the golems reward more strength exp). For the combat skill, I'd recomend using a kill count based system so you don't need to store as many numbers, but that's up to you. Around the 100th (numbers are for example) monster of a type killed, it stops increasing general combat skill, and around the 500th killed, the increase in specific combat skill gets useless.

I'm sure you're used to the idea of using experiance type systems. The killcount type ones could be very easily modeled with an exponential function (math, oh noes!) like y=10x^0.5, where y is skill and x is kill count.
Squash Monster

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

Level: 40

Posts: 445/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
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Posted on 10-30-04 08:12 AM, in a wonderful idea....lol Link
Thanks .

Any idea how many different stats you'll have and how complicated you're willing to make the combat calculations?
Squash Monster

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

Level: 40

Posts: 446/677
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 10-30-04 09:41 PM, in a wonderful idea....lol Link
Originally posted by dragon master
Originally posted by Squash Monster
Around the 100th (numbers are for example) monster of a type killed, it stops increasing general combat skill, and around the 500th killed, the increase in specific combat skill gets useless.


there is one bad thing about this if i kill a 500th of every monster type i wont be able to get better and i will stop leveling up. that woudlnt be that much fun.
Ideally, with a system like this, you wouldn't know what exactly your stats are or how many kills you have and such. Combine this with the fact that modeling it based on an exponential function like I suggested earlier makes it so you always get stat increases, but they start getting very small. The player has to figure out when it's not worth killing even more slimes for himself.
Squash Monster

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

Level: 40

Posts: 447/677
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 10-31-04 03:05 AM, in a wonderful idea....lol Link
Something any game designer, especially RPG designers, and even moreso MMORPG designers should read:

http://mu.ranter.net/
{Click on "Design Theory" to the left.)

It's long, but most of this stuff is gold.


And another website full of great information for game designers:
http://www.sirlin.net/

Good articles to read are all over this place. Half the articles are targeted towards players rather than designers - those are good to read too, as you'll probably want to know what makes ultra hardcore gamers tick.
Squash Monster

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

Level: 40

Posts: 448/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
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Posted on 11-09-04 07:57 AM, in Interesting article about evolution Link
For the love of whatever you believe in, can you people not understand that being idiots does not farther your cause?

I have not even yet finished high school, and yet I can refute most of this bullox myself... you can ask me about any of them, and I'll be happy to prove to anyone with half a brain that this is nonsense.
That one example I could not refute was
"The existence of short-period comets indicates the universe is less than billions of years old."
I quite honestly don't know what that statement is trying to say, so I can't refute it. I'm sure someone who has actually studied astronomy wouldn't have any trouble with it.


It saddens me that people cannot understand their own religion enough to realise that literal interpretation is the least valuable interpretation. Science and religion are entirely compatable as long as both sides do their best to keep their respective idiots from running around causing mayhem.
Squash Monster

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

Level: 40

Posts: 449/677
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 11-09-04 08:03 AM, in Quick Question regarding levels Link
This is all very rusty memory, but if I remember correctly, there is a star that appears when you hit 96 exits completed on the main screen, and all FuSoYa did was to change the star to appearing at 100 exits, and replacing its graphic with the number 1.
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, in Physics Based RPG damage calc Link
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?
(restricted)
Squash Monster

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

Level: 40

Posts: 452/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
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Posted on 11-10-04 12:33 AM, in Interesting article about evolution Link
Originally posted by Xkeeper
I just figured I'd let you in on one of the main fundamentals:

Science is facts.
Living matter cannot be created from nonliving matter.
Period.



Your whole argument lies on something that has been disproven. In simulations of early, pre-life earth, some of the basic building blocks of life have formed on their own. Look up the Miller-Urey experiment.

Originally posted by FreeDOS
Originally posted by Squash Monster
That one example I could not refute was
"The existence of short-period comets indicates the universe is less than billions of years old."
I quite honestly don't know what that statement is trying to say, so I can't refute it. I'm sure someone who has actually studied astronomy wouldn't have any trouble with it.


Short-period (how short? they're not very exact) comets mean that those comets are less than a billion years old.
Oh, thanks. That doesn't say a damn thing about the age of the universe.
(restricted)
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
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Posted on 11-11-04 05:23 AM, in Physics Based RPG damage calc Link
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).
Squash Monster

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

Level: 40

Posts: 455/677
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 11-12-04 04:44 AM, in The best number ever is approximately 8.53973422862967682 Link
What disturbs me is that I recognized that number when I looked at this thread in forum view.
Squash Monster

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

Level: 40

Posts: 456/677
EXP: 430507
For next: 10802

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

Since last post: 5 hours
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Posted on 11-13-04 05:04 AM, in Temporal Flux: Teaser Patch Release Link
That, sir, was orgasmic.

That's about all I can say about it, really. Oh, that and it's odd what happens when you press the arrows in certain parts of the cutsceens.
Squash Monster

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

Level: 40

Posts: 457/677
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 11-14-04 01:42 AM, in Choice of weapon?? Link
I have a sword, a bamboo staff, and an improvised spear (extra bamboo staff that's too long for quarter-staff like use + bayonet + duct tape = gnarly looking weapon).

Your weapons are pathetic - I could defeat any of you except the guy with the M16 using any of my weapons .

(Heck, it wouldn't be hard to go up against most of your weapon choices unarmed. Except the M16, epee, punch dagger, and crowbar)
(restricted)
Squash Monster

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

Level: 40

Posts: 459/677
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 11-20-04 06:30 AM, in Bad sounding words Link
Door. Door should be an insult.

You whomping doors.
Squash Monster

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

Level: 40

Posts: 460/677
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 11-20-04 05:13 PM, in World of Warcraft - Board server is Alliance: Spinebreaker, Horde: Bladefist Link
WoW server software is leaked?

This intrigues me. Tell me more? (via PM if need be)

I was trying to take a look into the MPQ data files with the game, but I couldn't find their listfiles (didn't try too hard though). The cached information is pretty easy and simple to understand though, and it seems reasonable to expect the server side version of this data to look similar, so this could be an easy game to hack up.
(restricted)
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Squash Monster

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

Level: 40

Posts: 463/677
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 11-24-04 10:09 PM, in Temporal Flux Release Link
...

*blink*

...

*blink blink*

Wow, that was really unexpected.


When you say you don't know how to draw layer 3 on top of other tiles, do you mean you can't figure out how to draw them transparently so that you can still see the other tiles?
If so, all you need is bitblt and a mask. I'll explain it if that actually is the problem.
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