design question:game skill system
Ramchandra Apte
maniandram01 at gmail.com
Thu Oct 4 09:19:33 EDT 2012
On Wednesday, 3 October 2012 14:19:57 UTC+5:30, Jean-Michel Pichavant wrote:
> ----- Original Message -----
>
> > Hello all:
>
> > I'm looking at a skill/perk system, where the player builds up his
>
> > char
>
> > by using perk points to add abilities.
>
> > Each perk is under a category, and generally costs go up as you
>
> > increase
>
> > the perk.
>
> > So I'm trying to figure something out; first, I'd really like the
>
> > cost
>
> > calculation and all of that to be dynamic, so that I don't have to
>
> > write
>
> > a calculateCost per object. I'd also like to be able to specify
>
> > dependencies and say a level, as well as other factors before a
>
> > player
>
> > can obtain a perk and have them self documenting. The idea is that a
>
> > player could do something like:
>
> > data perk extended health
>
> > and it would tell them they require health at 50 before they can
>
> > purchase extended health, as well as the cost, the increase per level
>
> > and the total overall cost.
>
> > Any ideas on how to set this up would be really appreciated.
>
> > Finally, I'm curious how to store and calculate these. I thought
>
> > about
>
> > using a uid per perk, then storing something like: {uid:level} on the
>
> > player, but means that I have to lookup the name somehow still in the
>
> > main perk database, then use that uid to check if the player has it.
>
> > Are
>
> > there better ways of storing skills? I'm also thinking about
>
> > calculation; currently the CalculateMaxHp method would have to add up
>
> > all the possible perks for health, then add stats and all that. That
>
> > could get really rough on performance if it's called often; would
>
> > something like a cache work, where you have something like:
>
> > {attribute:dirty}? So if I call CalculateHealth, it checks for the
>
> > dirty
>
> > flag, and if it doesn't exist just returns the previous max HP, but
>
> > if
>
> > the dirty flag is set, it recalculates? Then anything modifying
>
> > health
>
> > (level gains, perks, stat increases/etc) would just set the dirty
>
> > flag
>
> > and call calculate?
>
> > Thoughts/ideas would be welcome.
>
> > Thanks,
>
>
>
> Hi,
>
>
>
> Again, do not think about performances before actually having an issue with them. What's the point to optimize something that doesn't need it ?
>
>
>
> For your cache problem, google "python memoize decorator" for a bunch of decorators that will allow you to cache your data without any effort.
>
>
>
> JM
True, but I always have an irresistible urge to optimize to every yoctosecond even if its absolutely useless to optimize.
More information about the Python-list
mailing list