Sunday, September 9, 2012

Procedurally generated equipment

I finally implemented unique items with attribute bonuses which are generated at runtime. After thinking a lot where to place the templates for unique items, I decided to place them right in the "drops" section of the mob descriptions.

On a related note, I watched Angry Joe's review of Guild Wars 2, which was quite ecstatic. He made a lot of good points about how Guild Wars 2 promotes teamplay over competition in PvE gameplay. The game automatically scales encounters with the number of players participating, which also increases the rewards. Rewards aren't divided - everyone gets the full share. So more players = more exp and loot = more fun. So I decided to reconsider some initial game design choices I made. Experience is now not divided between killers - everyone gets the full share. Also, spawn areas now have two optional parameters number_scale and power_scale, which increase the number and the power (hp and damage output) of newly spawned monsters when the number of players in the map instance increases. The power factor also increases the exp per monsters as well as the randomly generated attribute bonuses of items.


No comments:

Post a Comment