Rethinking Combat Statistics

Week 41, 2015

I’ve been thinking about the combat statistics this week and what each value adds to gameplay. In the current model, we have pierce, slash and blunt attack values with corresponding defense values. I’ve found this to be difficult to balance and not very intuitive.

The existing combat model

Take for example the mammoth. They have high defense values against slashing, which means Buffalo (which deal piercing damage) will be able to fight them, but Tigers (dealing slash damage) will be slaughtered. This large contrast in outcomes applies for the player’s weapons as well. In the end it didn’t add anything to the experience, and was more of an annoyance for the player to keep track of.

20151013MammothVJaguar

Removing damage types while keeping variety

Therefore I’ve removed pierce, slash, blunt in favour of a single attack damage value. Individual defense types have also been replaced with one value for Armor. The variations in combat are now mainly from attack cool-downs and dodging. An animal with a fast cool-down will be able to do more attacks, but in general have weaker attacks and be less capable of breaking through armor, although they will still be able to do damage. An animal with a high dodge chance will simply get hit less often. It’s also a benefit that this type of combat variation is easier to represent on the game world.

20151013TigerVDeer

Game balancing

Finally I’ve made some tweaks to the damage algorithm so that the maximum protection armor/clothing can provide is 80% of the total damage. Bruises, cuts and bleeding remain unchanged, but I may evaluate their contribution at a later date for improvements.

20151013Walking

Twitter – ParsleyPWG
Website – PokingWaterGames.com

By |October 13th, 2015|Activity Summary|0 Comments

Week 40 Update, 2015

This week I’ve been refactoring and cleaning up the progress bars above animals and objects, improving camera movement and fixing bugs as usual. Here’s the new progress bar for harvesting a tree in action:

201510017 New progress bar

And here is the new influence border representation. It took a while to get the system set up for it, but now I have additional functionality for future graphic improvements.

20151007 New borders

Finally I thought this was a nice randomly generated map that occurred this week.

20151002 NiceMap

By |October 7th, 2015|Activity Summary|0 Comments

Week 39 Update, 2015

The weekly blog lists of what I do each week aren’t particularly exciting and I don’t think anyone reads them anyway. I’m going to try a different approach, a short sentence or so explaining the main/most interesting thing I’ve been doing along with a screenshot if possible.

This week it’s visual effects. Fighting clouds spawn depending on how much damage is being done to each animal. So the more clouds you see, the heavier the fighting!

20151001 FightClouds

By |October 1st, 2015|Activity Summary|0 Comments

Activity Summary Week 38, 2015

For the week from 14 Sep to 20 Sep I’ve been working on:

  • Refactored animations for additional functionality
  • Added animation for living thing maturing
  • Added first pass of ruins on map as a resource
  • Animal spawning is now biome-specific
  • Refactored random plant/animal/resource spawner
  • Added dynamic sprite resizing for assigned tasks
  • Tribe descriptions into xml
  • Set up blackouts on diplomacy panel for tasks that can’t be done yet
  • Implemented different species for foreign tribe members
  • Rewrote events panel to allow reward selection
  • Separated rewards into tiers
  • Player can choose reward after completing objective
  • Fix loading game fringe icons start out as big
  • Tutorial now pops up screen all the time
  • Fixed tooltip hidden under mouse cursor
  • Added cooldown for animal noises so not so repetitive
  • Fix gaps between tiles when zooming sometimes
By |September 20th, 2015|Activity Summary|0 Comments

Activity Summary Week 37, 2015

For the week from 7 Sep to 13 Sep I’ve been working on:

  • Fix can’t bury humanoid carcass
  • Possibly fixed random unreproducible crashing when object dies
  • Fixed rain noise volume was scaling based on humidity
  • Fixed disease symptoms sound effects playing when zoomed out
  • Added functionality for rotating objects
  • Removed alert text from UI
  • Added object status ‘dead’
  • More dynamic calculation for plant deaths
  • Added animations for plants dying and sprouting
  • Massively reduced tree growth in winter
  • Reduced animal decision making frequency by 66% to improve performance
  • Increased deterioration due to old age in all living things to 75%
  • Fixed snowing and raining stopping every hour in winter
  • Fixed crash when finding bed to sleep in
  • Fixed loading game food pit with unassigned stockpile reassigning stockpile
  • Children aren’t allowed to be assigned professions
  • Added news item for Pokian becoming an adult
  • Added tutorial for child Pokians
  • Fixed resources spawning only in water
  • Rock spawning now specified in biome xml data
  • Added check for incorrect spelling of sound file
  • Added missing sound effects for crafting some buildings
By |September 14th, 2015|Activity Summary|0 Comments

Activity Summary Week 36, 2015

For the week from 31 Aug to 6 Sep I’ve been working on:

  • Softened lighting from fires
  • Fixed crashing when clicking on animal query panel sometimes
  • Clicking request notifications now opens up request panel immediately
  • Added notification text colours for requests and missions
  • Reduced pathfinding distances to improve performance
  • Added check for extracting/gathering one object at the same time
  • Changed work area sprite to “W”
  • Fixed unassigning work area not completely removing it
  • Fixed pathfinder finding path over impassable hexes
  • Cleaned up the pathfinder
  • Flashing red for combat news items
  • Fixed combat mode tutorial completing prematurely
  • Make objects in hands less transparant
By |September 6th, 2015|Activity Summary|0 Comments

Activity Summary Week 35, 2015

For the week from 24 Aug to 30 Aug I’ve been working on:

  • Cleaned up options saving/loading to file
  • Added option to limit framerate to 30 FPS for slow computers
  • Fixed scout going off map when not even on map edge
  • Fixed harvest/extract tasks not disappearing when number of times remaining = 0
  • Add to news person going to scout
  • Add ability to zoom to location in news
  • Added news item when Pokian is fighting
  • Moved plant spawn chance from plant-specific to biome-specific
  • Increased range of wild fire spread to 2 hexes
  • Halved flammability of plants
  • Fixed animations looking the same when game loaded
  • Fixed drawing clothing on animals twice
  • Fixed secondary light sources not displaying unless first light source displayed
  • Burn carcass mission needs to be done at an altar
  • Fixed light not disappearing when light source destroyed
  • Fixed cancelling stored object task not stopping Pokian from storing object
  • Reduced volume variable for carcasses by 2.0
  • Modified effective speed formula so heavy carcasses easier to carry
  • Added Altar thought bubble when sacrifice is made
  • Cooking meat on a wild fire defaulted to false
  • Added “Great Hunt” objective
  • Fixed bed not recognised as building
  • Fixed changing meeting point causes bits of old meeting point to be left over
By |August 31st, 2015|Activity Summary|0 Comments

Activity Summary Week 34, 2015

For the week from 17 Aug to 23 Aug I’ve been working on:

  • Add tutorial for tribe requests panel
  • Tribe request panel now displays tutorial objectives as well
  • Fixed large building selection in building menu
  • Add check to prevent allocating large building to already assigned area
  • Improved resource deposit generator
  • Water transitions smoother
  • Added trading objective with foreign tribes
  • Fix loading game drawing clothing for off map humans
  • Fixed trading missions spawning even when trading not allowed
  • Added News section informing player when Pokians off map
  • Reorganised Achievements, Rewards and Event Information into Objective
  • Fixed cancelling task while Pokian off map makes them disappear forever
  • Fixed UI reward error when there is no reward
  • Fixed human returning from trade mission dropping objects on edge of map
  • Optimised data overlay to not process when no data to show
  • Fixed loaded game not remembering task’s required materials
  • Implement more art assets
  • Created herb bush for gathering edible herbs
  • Removed herb gathering from fertile grass
  • Put tribe member pregnancy into news UI
By |August 23rd, 2015|Activity Summary|0 Comments

Activity Summary Week 33, 2015

For the week from 10 Aug to 16 Aug I’ve been working on:

  • Include buildings in influence area in prosperity calculation
  • Changed map menu button for building to yellow
  • Added image icons for query panel action buttons
  • Humans can drop objects from adjacent cells now
  • Fixed humans exiting huts from incorrect cell
  • Fix loaded game bodyvertex being drawn even when inside location
  • Stockpile settings applicable to buildings
  • Added debug ability to spawn herds
  • Added tribe request panel
  • Added notification when new possible request appears
  • Notification buttons darken when they have been viewed
  • Made existing achievements function with new request panel
  • Added timer to achievements so they can expire
  • Disable deleting ability for primary achievements
  • Refactored object statistics in xml for better organisation
  • Added check for malformed xml in collecting object infos
  • Fixed crash when animal appears on map before brain activated
  • Tooltip change materials required to list amount as well
  • Tooltip set background slightly transparent
  • Added extra check to prevent duplicate possible requests
  • Small optimisation to pathfinder
By |August 17th, 2015|Activity Summary|0 Comments

Activity Summary Week 32, 2015

For the week from 03 Aug to 09 Aug I’ve been working on:

  • Add ability to immediately construct walls from build menu when debug panel up
  • Implement bone wall sprites
  • Added debugging tool to see how long processes are taking
  • Major optimisation of water calculations
  • Fix water at map generation not following regular update pattern
  • Fixed creating new game from ingame menu breaking pause function
  • Added lag compensator for when one game loop update takes too long
  • Added sidescrolling to arrays
  • Refactored timeline
  • Rebalanced water evaporation/saturation
  • Fixed tribe panel scrolling
  • Humans will not procreate unless there is enough prosperity relative to tribe size
  • Turned tree growth calculation into fixed probability
  • Turned bush growth calculation into fixed probability
  • Ground water saturation has greater effect on plant growth, massive growth after it rains
  • Fixed task building not unreserving materials when not all materials found
  • Spawnable resources and plants is read from xml for each biome
  • Fixed human unable to get off hut once built
  • Put clicker image in right position for large buildings
  • Humans will seek hut to sleep in if available
  • Add limit to how much huts can store
  • Add check for task materials so will be collected again if original destroyed
  • Allow plonking buildings without all required materials
  • Reintroduced twigs for lighting fires
  • When extracting a tree, lots of twigs fall out along with log
  • Extracting bush gives twigs
By |August 9th, 2015|Activity Summary|0 Comments