Balancing the enemies
Author: Adam Stagg
The enemies used to all always have 10 health, and the player only ever deal 1 damage. This would be an issue because it is the same difficulty to get through the final dungeon as it is the first dungeon. To solve this, we changed the health on the enemies, stats on the weapons, and how damage is calculated. Every tier of weapon (per dungeon) will have a 50 stat increase over the previous level. This means that there is a clear distinction between the different levels of sword. Damage is now calculated as 1 + the square root of the strength stat on the player, as to make early dungeons feel super easy but even in the end-game the dungeons still would be somewhat challenging.
Once the player damage was calculated, we looked at how much damage the player should be doing per dungeon. Using these numbers, we took the average and multiplied by 10, to assume around 10 hits to kill an enemy. This got us the health value for the enemies. As the dungeons progress, there is also a mechanic to scale old enemies up to the current stats of the dungeon they are in. This is to ensure that enemies are not super easy in-case you get a dungeon with all lower level enemies.
Luddite
Status | Released |
Author | Me Gusta Productions |
Genre | Adventure |
More posts
- CutscenesSep 22, 2022
- Quest GamefeelSep 12, 2022
- Dungeon SpawnsSep 11, 2022
- Questing SystemsAug 24, 2022
- Adding Physics to our GameAug 19, 2022
- Questing backendAug 16, 2022
- Dungeon Nav MeshAug 09, 2022
- Dungeon CorridorsJul 21, 2022
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