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Design / Calculating Monster Drops
« on: March 20, 2014, 01:51:00 PM »
There are many ways to handle treasure and item drops from slain monsters. I've set my corridor so that in my project I want both treasure and item drops, and that the items should fit to the monster but can still be quite random.
Now the problem is, I'm in the early stages of this project, and I want to design for expandability. So the question is, how to organize monster drop calculations/data so that is easy to maintain and still expandable - also expandable "backwards" so that newly added items will appear for old monsters without digging through 563 monster drop entries in some data sheet.
Diablo II (If I remember right) had treasure classes and monsters were assigned one or more treasure classes instead of drop lists. This way a new items could be added to a treasure class and all monster which could drop from that class now also could drop the new item. Problems were the balance between treasure classes with many items and classes with few items, in order to keep some items common and other fairly rare.
Are there better ideas? What do you suggest, how should I go at this?
Now the problem is, I'm in the early stages of this project, and I want to design for expandability. So the question is, how to organize monster drop calculations/data so that is easy to maintain and still expandable - also expandable "backwards" so that newly added items will appear for old monsters without digging through 563 monster drop entries in some data sheet.
Diablo II (If I remember right) had treasure classes and monsters were assigned one or more treasure classes instead of drop lists. This way a new items could be added to a treasure class and all monster which could drop from that class now also could drop the new item. Problems were the balance between treasure classes with many items and classes with few items, in order to keep some items common and other fairly rare.
Are there better ideas? What do you suggest, how should I go at this?