Enemy level Curves.

Would you like this feature

  • Yes

    Votes: 10 55.6%
  • No

    Votes: 5 27.8%
  • Yes, but not important

    Votes: 3 16.7%

  • Total voters
    18

trexmaster8242

Just a fat cat in space here
Member
Joined
Jun 6, 2017
Messages
7
Reaction score
0
First Language
English
Primarily Uses
N/A
Description of the Feature:
When making enemies in RPG Maker, you have to make the stats by yourself, figure out if it is balanced if this enemy has 100 attack at level one and 200 attack at level 2. I was wondering if there could be a system that would make the enemy creation a lot like the class creation.


Code for Implementation:
AHAHA, yea no, im not that good of a coder, let alone, a java coder.

Mockups:
Something like this, just with enemies.

Something along the lines of this.^^^^^

Why this is a good feature?
This would make all enemy creation a lot easier. This way, instead of remaking an enemy and changing the stats yourself, the system does it for you.
You put the base stats for a level 1 enemy. When you want the same enemy to face the player again, but at a higher level, you put what level you want the enemy to be. Based off of the stats you put for the level 1 enemy, it will generator what stats it should have at what ever level you want.
This way, enemy creation would be a lot more fun, fair, and a lot easier.

Possible issues with this feature?
I cannot think of any problems.
 

Poryg

Dark Lord of the Castle of Javascreeps
Veteran
Joined
Mar 23, 2017
Messages
4,125
Reaction score
10,639
First Language
Czech
Primarily Uses
RMMV
I don't think I can second it.
Because this would mean every monster would have had large chunks of useless data inside the json files. Not to mention, the balancing issues are still the same, you still need to balance the curves properly.
 

.//SnowAlias

Do'er of Things
Veteran
Joined
Mar 11, 2013
Messages
30
Reaction score
38
First Language
English
Primarily Uses
RMMV
In my opinion the curve should start slowly toward the beginning of the game; you don't want to give your player too much of a hard time getting into things. Once they've established a sort of understanding of the gameplay and what to expect (perhaps around 15%-25% completion) you can start kicking it up a notch.
 

Fornoreason1000

Black Sheep
Veteran
Joined
Mar 1, 2014
Messages
206
Reaction score
95
First Language
English
Primarily Uses
RMMV
Voted No:

if you had 300 Enemies, you have to blanaced ALL of them with 1000s of runs per enemy. jsut as Poryg said, it would make balancing harder, not easier. and have them have large chunks of data.
I'd rather just come up with a polynomial.

balancing is usally a task that requires someone with some high school math skills.
or if your lazy you can pick say 10 points at which MHP is at Y value at X Level.
then use this thing, it wont be perfectr buit it will be close
http://www.xuru.org/rt/NLR.asp#Manually

then use the Y= formula.
it will get an aproxximation of those values.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,038
Members
137,568
Latest member
invidious
Top