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« on: October 22, 2014, 05:14:27 AM »
Today I implemented health,, damage, and death routines. I know that the "Nine keys" game requires only a "Death Touch" attack because it's effectively a "one hitpoint game." But I'm implementing a bunch of things that I don't actually need yet just for the "Nine keys" game.
What I haven't implemented about that, yet, is a hitpoint determination algorithm. I spent a good deal of time thinking about it though; How should I decide how many hitpoints a character ought to have, when full up on health? And I have the outline written up, though not yet coded.
I'm deeply unsatisfied with games like D&D where it's simply proportional to level -- that gets ridiculous, where a squishy human has more hits than a dragon, can survive terminal-velocity falls, and so forth. And I don't like the mechanic where due to the extreme differences in hits between low and high level characters, someone who tries to dive with a low-level character, no matter how well they play, will quickly get stomped flat.
From a game design POV, the progression in hitpoints (and damage capabilities) more or less regulates the rate at which players can access new content. In games where finishing characters have upward of a thousand times as many hitpoints as starting characters, most of the time is spent grinding for power as opposed to actually trying to accomplish the real game objectives, because power (HP and damage capability) is simply required for continued EXISTENCE, regardless of brilliant or stupid play, in any areas where real game objectives can be accomplished.
So, I decided to try to balance things very differently. Winning characters, IMO, ought to have maybe about ten times as many hitpoints, and do ten times as much damage per round, as beginning characters. Not a thousand (looking at YOU Zangband). Not a hundred (Looking at YOU Nethack). Ten. You get a third of the hitpoints you're likely ever to have by level seven, you get up to half by level 20, and you asymptotically approach but never exceed the limit the higher you go after that.
Meaning, yes, your 30th level character, if you play really stupid, actually can get killed by a bunch of goblins. And also, yes, your 6th level character, if you play really smart and only a bit lucky, might actually reach and even steal the MacGuffin from (though probably not kill or even hurt) the final boss.
Also, arbitrarily and randomly, some characters both will and SHOULD have above-average hits starting early and persisting for their whole careers, and some will and SHOULD have below-average hits for their whole careers. While this is blatantly unfair as regards hitpoints alone, it gives me the opportunity to differentiate characters by awarding rare, randomly selected powers, bonuses, and abilities to characters who seem doomed to have equally rare low maximum hit totals. Specifically, powers, bonuses, and abilities which are simply not available otherwise, and whose very possibility players might remain ignorant of even after scores of games. There are things that ought to be possible but not to be relied on, and not reachable by any combination of increased level, grinding, etc. and these can be used as compensation/game balance for chronically low hitpoints.
Because, among other things, I really hate thousanduplet syndrome, and I really hate "formula play" where a player can play every character just like the last one.
Much of the pleasure of writing these things lies in trying something different specifically to address your own set of pet peeves....