You've got mail ;)
I still wanna co-op, how 'open' are you to changes in the development thingies? (just askin)
imho, this could become pretty large if rightly handled and become a pretty nice online game =)
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You've got mail ;)
I still wanna co-op, how 'open' are you to changes in the development thingies? (just askin)
imho, this could become pretty large if rightly handled and become a pretty nice online game =)
True, Devion. When you threw out all that stuff originally, I began having visions of grandeur but then stopped myself since I want to make it very attainable at this point.
So for now, I think I want to stick with simplicity for Version 1.0. But after that, if it turns out to be a pretty good thing where people show interest, I certainly won't be oppossed to making it bigger and better. :)
Also, let me ask for some opinions here. What do you think would be better... When I have all the combatants fight one another, it'll keep track of wins and rank them from high to low. However, should I have each head to head battle be fought once? Or multiple times, and give the "win" to the character which wins it the most times?
I think the best way is to handle fights the way they are 'inserted' into the queue.
The fighting must be uhh.. gee, how do you call that in english... uhh. Winner stays, loser goes... (rank = rank -1? ;)
So if a player has a winning streak of 5 battles and looses, he has 4 points. if I'm correct that means that at the last battle you keep one winner and a lot of losers ;)
Also I think the battle must be simulated for like 5 minutes... in a sort of automatic turn based effect. Each side attacks and the other defends, and vica versa.
am I still making sense? ;-)
-- forgot to add,
So when everyone has played the ranking is just according to the scores the players had,
uhh I also noticed that everyone has to play against everyone since it would not be correct otherwise.
Or should there be a challenge-system attached to it ?
I understand what you're saying, and the ranking you mentioned is kinda what I have in mind. So I'm thinking each char fight hundreds/thousands of times, then averaging all the wins and loses out, come up with a ranking -- basically, like you've stated. This would most accurately rank those that are "the best."
Otherwise, if I do one shot for each person, then while one person may not be truly "better" than the other, but if they win since lady luck was on there side for that battle, then maybe I should still just give the win to them.
So what's everyone think would be better -- determining who's actually the best with multiple runs for each battle, or go "one time only" thing for each battle?
So all chars will definitely fight every other char at least once. In which case, it wouldn't be practical for each battle to last 5 minutes since hundreds/thousands of battle can potentially take place throughout the run of the Simulation.
Make sense?
you made more sense then I did ;)
well ok, make battles last 5 secs then =) or 10 moves etc. If one of the players aint dead then, then the player with the most health is ranked winner... or the game is tied. no rank change, otherwise -1 or +1.
and lady luck has to be pretty darn good if characters are build upon stats :-)
Actually, I think I'll have it go until one person is dead. But we'll see...
Thats a possiblity too, but you eliminate then that the 'dead' person can play again ... :P
Then it's more like a Diablo II Hardcore player ;-)
Well, I guess HP of 0 = unconscious then.
And what is the penalty of being unconsious ?
hey JDYoder,
Sorry for my awful plug for times of war earlier :(
Um i know i sent u a mail about ....
but i guess i can if u want (as long as it dont take too long).
Hehe -- don't feel bad about the plug -- it didn't bother me at all. We have to get our projects recognized out there somehow, and an occassion piggy-back is no biggy in my book.
Hey, it's actually very easy to have a 5-minutes battle without you spending that time sitting while they battle :)
The formulae is simple, NumberOfTurns = (Minutes*60000)/FPS
FPS is not actually the frames per second of the game, but actually how much miliseconds each frame lasts. This way you know how many turns do you need to have. If the FPS is 30 (gives you around 30 frames per second), you'd have to loop 10000 times :)
Jotaf is correct: you don't need to spend the entire time actually simulating how the battle goes. As long as you know the order the players go in, you can just do the math and return the results. You can simulate a 10 week battle in a few seconds this way.
However, there is no need for FPS etc--just assume each player takes a turn and calc. his turn, then do the next player, etc. Determine some kind of end criteria (all players go 10 times, 1 player dies, 1 player is alive only, etc) so that it won't be infinite.
I've been planning all along to just have each battle play out as quickly as it can, until there's a winner -- having each player fight every other player at least once, maybe more. So on my machine, the whole battle tournament simulation should take anywhere from 1 to 10 seconds.
:)
Hehe, you could give people their rankings the same minute you got their e-mail :p