Search This Blog

Thursday, April 28, 2016

Stats points, skills, make the engine flexible

To make the engine an engine and not just a fixed  game which would offer little flexibility the engine should let you define the stats points and the skills.

As we want to let the game owners create the games they want, being vampires, gangs or medieval, the engine must let you create whatever stats points you want as well as define any skill you want.

Stats would be like your current value on something, being the money, your life, or experience. Stats could recover themselves have triggers when reach some value (you die if you reach 0 life for example) or have a maximum level (energy for example). All that's is just matter of letting you define a name, and some fields. But what if a stat maximum depends of a "level" or depends on what you wear? Here the things starts to be a bit more complex and require some sort of logic built on the stats which must be defined by the game owner.

Of course we must offer standard stats with a standard logic such that new comers don't spend 10 years learning our tool but can start with something and later on tweak it.

To build all that, it will require also tools to view / modify those information, and store / retrieve them from the database. The rules must be defined by the owner and stored per game, and for each player a set of current stats must be stored as well.

All this require quiet some work which will not directly be visible, but it's a must to make the engine an engine.

Initially I plan to offer really few default stats, and we may increase the default offered later on:

  • HP / Life
  • Money
  • Experience
  • Level

As skill, I want to offer those one:

  • Attack
  • Defense

As you see it's really really limited, but if we manage to create a good system, adding further one in the default setup will be a piece of cake.

Hopefully we will not already need a full scripting language to support those stats / skills but it may end up nearly the same, with complex formula and actions to trigger when the values changes.

No comments:

Post a Comment