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RPG C++ Text Based Game

Started by fishirboy, May 02, 2013, 02:22:55 PM

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fishirboy

Hi my name is Ryan, I am at the moment making a game were 2 teams of races are fighting each other. I am helped with my group Erik, Cameron, and Nicholas. There is 5 races for each team.

Order: Human, Elf, Dwarf, Halfling, Giant

Legion: Orc, Drow, Gnome, Minotaur, Ogre

Were still working on Classes

Classes: Warrior, Mage, Rogue, Ranger

This is a group project for Career Line Tech Center!

Questions:

Were having a super hard time on stats, when looking at other games and there starting class stats it looks like there is a ratio, for Ex: if I have 60 points all added up to the starting stats and I level up! How many points do I get is it every 5 points I get 1 point to use?

Here is a google docks slide show were working on right now:

https://compilr.com/fishirboy/rpg/RPG.cpp


Next Question:
Should I add anything to the classes? Should I have a weapon/skill page? IE:

One handed, Two handed, Blunt weapon, Archery, Crossbow, Throwing, Sorcery

*I will add on to this by __ the whole page as show below*
___________________________________________________________________________________________________

Also for people who know C++ here is the code:
https://drivenotepad.appspot.com/app?state=%7B%22action%22%3A%22open%22%2C%22ids%22%3A%5B%220B08Dky75-xfwbW1HUWlrNzRjV2s%22%5D%2C%22counter%22%3A2%7D

One Horse Town

Welcome!

As this is a design question, i'll move the thread to our design forum.

Panzerkraken

#2
The number of points you should give for a character to level up with will depend on a couple factors that you have to decide during the design phase.  What do you want the maximum level to be, and what do you want the stats to look like at the end?  How much more powerful do you want characters to be at each level, and how will the stats interact mechanically for combat?  Also, what's your random factor?  If you're using equipment, how will that interact?

It would be fairly easy, using the stats that you have, to structure it this way:

Stats: 1-100
Level Maximum: 100
Random Factor: 0-99

Attack: 0-99 vs 50% - ((Defender's DEX - Attacker's STR)x10%) + Attacker's LUC% - Defender's LUC%

HP: 10+(Lv x CON)

Damage: STR + WPN DMG (envisioning weapons that do damage roughly equivalent to the level of the character)

So..

Human A vs Orc B: (using just the races for numbers, class should give some bonus or special attack ability...)

Human attacks Orc:  0-99 vs 50% - ((3-4)x10%+4%-1% = 63% chance of hitting

Damage on hit: 4+1(wpn) = 5 points (you could add a random factor to that too, if you like)

Orc attacks Human: 0-99 vs 50% - ((2-4)x10%+1%-4% = 67% chance of hitting

Damage is the same as for the other way around.

Showing the offset:

Lv 20 Human (15 STR 6 LUC 15 CON) vs Lv 1 Orc:

Human Attacks: 0-99 vs 50% - ((3-15)x10% +6%-1% = 175% chance of hitting

Damage: 15+20 = 35 (vs the Orc's 15 HP)

Now, as for the progression of levels, if you have 100 levels and a max of 100 in each stat, you could go with something as simple as Level points per level, ie when you go from level 1 to 2, you gain 1 point; 2 to 3 gain 2 points, etc, but then your total points in attributes works out to 5050 points per character, or about 300 points per attribute, so that doesn't work.  I think I'd work with a 10's digit +1 progression... so level 1-9 gain 1 point per level, 10-19 2 points, etc.  The total points then comes out to 553, still possibly high (pretty much every stat will be 100 at level 100 except for one, and with even division you could have 92's in every stat).  

Anyway, that's just an idea from some quick typing and playing with excel.  Overall, I think your group needs to make some decisions regarding the mechanics that you want to use before you can proceed with decisions on level progression.
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire

fishirboy

Quote from: Panzerkraken;651536Stats: 1-100
Level Maximum: 100
Random Factor: 0-99

Attack: 0-99 vs 50% - ((Defender's DEX - Attacker's STR)x10%) + Attacker's LUC% - Defender's LUC%

HP: 10+(Lv x CON)

Damage: STR + WPN DMG (envisioning weapons that do damage roughly equivalent to the level of the character)

I am a little confused on how you should display the player attack. I have on line 3552 the player attacking but i am stumped by what "vs" mean, does it mean subtract, what?

Panzerkraken

#4
Quote from: fishirboy;653975I am a little confused on how you should display the player attack. I have on line 3552 the player attacking but i am stumped by what "vs" mean, does it mean subtract, what?

Compare against.  So, the line would be something to the order of (and I'm not a programmer, so you'll have to translate to whatever you're programming in, my stuff will look more like an excel formula)


ATKNUM = 50 - ((Defender's DEX - Attacker's STR)x10) + Attacker's LUC - Defender's LUC)

IF(RAND(0,99)<= [ATKNUM], HIT,MISS)

So, pretty much, the system generates a random number from 0-99, and compares it against the ATKNUM calculation; if it's lower than that, then it's a hit, if it's higher, a miss.

Again, I'm not a programmer, and I wasn't able to open your code to read it, so there might be other things you have to take into account, but that's the very core central basis.  Also, there's a lot of other things you could take into account, I was just trying to give you an example to illustrate that there's additional decisions you have to make regarding the system before you're ready to put it into code.
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire

fishirboy

I have a day to get this combat system up and running please some one help!

https://compilr.com/fishirboy/rpg/RPG.cpp

I use Microsoft Visual C++ 2010  Express, its free and you need some C++ skills to even understand this. my combat system located at line 3831-3932 (may be a little miss placed because of me working). I am begging i am so stumped.

(the combat was working but I added some stuff and it went wank giving my friend negative attack numbers, and me just death...)

fishirboy

I just scraped the last combat system and made a different one its working great! I will be close to finishing the game.

Panzerkraken

Good to hear, I wasn't trying to dictate your combat system, just trying to give you an example.  There's literally hundreds of ways to go about just what I typed up, I just wanted to illustrate the possibilities and give examples of things that you should take into account.
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire