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Old November 26th, 2008, 02:09 AM

Omnirizon Omnirizon is offline
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Default Re: OT: Making a Game System (part 2)

OK!!! I've got a working app written that simulates the model. I've described the model in the app, but I copy-paste it here for you to see.

Please try out the app. It's source code only right now. You will need Python, Pygame, Numpy, and maybe PyObjC to run it. I may later make into a stand-alone executable. Included in the file is a package called "Glyph" that I'm kinda proud of and have GPL licensed. Glyph is a very basic typsetter for use in Pygame.

OK, now for the instructions and model:

Code:
#  This file isn't licensed.  However some if its libraries are.  See those files for more info.
#
#  Instructions: click on the stats or the weapon to change them.
#  Left click forward, Right click back.  On the right hand side is
#  a list of weapons and their stat requirments and arms value.  There
#  is also a listing of the stats used and their descriptions.  Click
#  'TEST' to run the simulation.  The results are printed to the shell.
#
#  Model: The Weapon's requirements are subtracted from the corresponding
#  Combatant's stats scores: Dex, Str, and Skill.  The difference is
#  subjected to a logit function.  This result is then multiplied by
#  the required value.  This first represents the intrinsic handling of the
#  weapon that is brought out by possessing the salient skill or stat
#  (represented through the stat difference put into the logit function.)
#  This second represents the way in which possessing stats or skills
#  in deficiency or excess is compounded due to the nature of the weapon:
#  weapons needing strength benefit more from having lots of strength,
#  but not having it is penelized severely (represented by multiplying logit
#  result by required value).  The difference of these values between the
#  two combatants is then taken and subjected once again to a logit function.
#  This represents the interaction between the two weapons in combat:  A dagger
#  vs. a maul is different from a dagger vs. a club, or another dagger.
#  This makes the assumption that the strength of the weapon is in the degree
#  of talent required to weild it, thus low stat requirement weapons will
#  ultimately be trumped by high stat requirement weapons.  However, this
#  also has the effect of making the low stat requirement weapons typically
#  superior if their requirements are met when the more powerful/difficult
#  weapon's requirements are not.
#
#  Lastly, the Per, Psy, and Skill scores are simply added together.
#  This the 'tactics' portion of combat.  This amount is then geometrically
#  averaged with the 'weapon' portion.  As weapons become very powerful
#  (with high arms value), the 'tactics' portion is then going to present
#  a large drag on the score.  This is intended.
#
#  Well, OK, one more thing.  There will somehow be a random roll component.
#  I simply havn't decided where it should go.
#
#  Please play with this and provide your opinions on its model, and report
#  any unusual behaviors with the model.  Thanks!!!
Attached Files
File Type: zip CSS.zip (179.4 KB, 141 views)

Last edited by Omnirizon; November 26th, 2008 at 02:17 AM..
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