Randomisers are a essential part of certain games, the ability to have a input with a certain amount of outcomes, with that outcome being completely random.
Opposed to randomisers they're things that are uncertain - but not random, a prime example of this is Chess, nothing in Chess is random, it's all calculated, but your opponents moves are what makes this game uncertain.
We were asked to bring in a randomiser and conduct certain experiments to gain statistics for them.
I brought in a 6-Sided Dice and in a group we rolled it 100 times.
The results were as follows:
1- 19%
2- 18%
3- 15%
4- 18%
5- 16%
6- 14%
As you can see the results were completely random, but since it is a 1/6 chance for each of the dice numbers it still remains somewhat even.
To add another element to this we incorporated the 'hit chance' mechanic and using our randomisers we had to figure out how to use them for this mechanic.
To add another element to this we incorporated the 'hit chance' mechanic and using our randomisers we had to figure out how to use them for this mechanic.
We decided that if you roll both dice , and it is a odd number you would miss, and even, hit. Furthmore we went even more advanced and thought about what would happen if you increase or decrease the hit chance, for example, if there was a 75% chance to hit you would have to hit anything over 3, or anything under 9.
As a group we started to think ahead and about the game we would be making, and how certain classes would respond to different hit chances, we wanted to incorporate a modern day combat triangle, meaning the warrior, mage and archer system. Certain classes would be stronger against other certain classes, and likewise, weaker against certain classes, this could be reflected in the percent of hit chance. Another mechanic we thought would be fun is if you hit double of a number on both dice, for example two 2's, you would crit, which would result in 100% more damage, therefore 8 damage. We also had to keep in mind a rough idea how our level would look and how it would interact with the classes, for example, archers can't exactly hit at melee range, just like melee wouldn't be able to hit at a range.
The list of mechanics that we could incorporate are endless, examples are:
The list of mechanics that we could incorporate are endless, examples are:
- Weapons, to increase hit chance or increase armour
- 'Pick up a card' squares on the level that would include things like, natural events, that could aid or make things harder for the team, buffs that would last a certain amount of moves to increase hit, armour, critical chance, etc.
- Allowing classes to only move a specific way, and hit a specific way too, much like the chess mechanic.
No comments:
Post a Comment