Jump to content
MakeWebGames

How realistic are your in-game items?


Recommended Posts

Posted

So I'm working on compiling a list of items for a game I'm working on. (Weapons, armour, food, etc....)

My question is, how realistic do you keep things?

Do you use real world items/real world logic, or do you make stuff up as you go?

For example, I'm working on a weapons list and am using actual weapon names. Do you actually make the weapons as powerful in real life or do you just kind of find your own way to balance items? (I'm talking about attack scores/damage delivered)

Any thoughts or comments? I'd love to hear em!

Posted
I think keeping the aspect ratios from real life to a game is best. You don't want to make it exactly like real life but you don't want to have a shotgun have more power than a bazooka.

Thats exactly what I was wondering.

My issue is there will be a ton of handguns available, and im not overly knowledgeable on which is better then which, so it will be alot more work on my plate to figure all of that out.

Oh well, perks of the job.

Posted
I think keeping the aspect ratios from real life to a game is best. You don't want to make it exactly like real life but you don't want to have a shotgun have more power than a bazooka.

Technically a shotgun does more damage depending on the distance, RPG's don't explode 100% of the time, if it hits you directly there is a chance of you surviving, however a shotgun close up will inevitably kill you, there are exceptions of course :p. And that is only if you bring variables into your game such as chance of mis fire etc.

Posted
Technically a shotgun does more damage depending on the distance, RPG's don't explode 100% of the time, if it hits you directly there is a chance of you surviving, however a shotgun close up will inevitably kill you, there are exceptions of course :p. And that is only if you bring variables into your game such as chance of mis fire etc.

Way to complicate things even more!! haha

Posted

Depends on the game really, sure if it's a mafia, war, so on and so forth then sure go for realistic items with realistic properties.

If it's a fantasy game, then things get a little more interesting and you can play with unrealistic weapons with unrealistic properties and such.

Not to say you cannot have unrealistic items in the other genres, but those tend to lean towards realism over fantasy.

As for attack properties, you probably have to compromise a little, especially if there isn't some implementation of misfires and such like Angel mentioned.

You've got to think ( using the ideas here ), which does more damage a chainsaw or a shotgun.

Whilst a shotgun is easier to handle, a chainsaw could do more damage than a single shot of a shotgun.

But a chainsaw requires the one that's handling it to be up close, a shotgun has a little more distance to it.

However distance doesn't really apply, unless you want to factor that into the equation.

Many factors apply to real-life situations, that don't really apply in the game ( unless it's implemented ).

Categorising the weapons seems to help a little.

Say having chainsaw and baseball bat in one category, then it's easy to see which would deal the most damage, whilst both can be lethal but a chainsaw would kill you with a little more ease.

Categorising the weapons would in most cases allow you to only apply attack properties based on that of the weapons that are also in that category.

So guns, would only need to factor in other guns.

Melee would only need to factor in other melee items.

The rest would depend on your implementation of attacking.

Posted

Thanks Djkanna, great info.

Categorization is what I've been thinking pretty much, otherwise trying to compare apples to oranges will be nearly impossible.

Crazy how quickly something can get so complicated! Much respect to all the games I've played over the years, haha

Posted
Thanks Djkanna, great info.

Categorization is what I've been thinking pretty much, otherwise trying to compare apples to oranges will be nearly impossible.

Crazy how quickly something can get so complicated! Much respect to all the games I've played over the years, haha

Indeed, finding a decent balance in games is a tricky thing.

But at least you can always tweak your values after the game is live, so it's not like the ones you start with are set in stone... That's at least something.

Best of luck. :)

Posted

What I used to try and do is, have a lowest value and a highest value. So lets say 1-150. I would make the strongest weapon (lets say a laser cannon) that would be 150 and the weakest (fists) being 1. Then I would have the weapons in between. But nothing exceeds 150 unless it's a bonus weapon. This way I know which is the most powerful and which is the weakest then everything else is in (logical) order in between.

Posted
What I used to try and do is, have a lowest value and a highest value. So lets say 1-150. I would make the strongest weapon (lets say a laser cannon) that would be 150 and the weakest (fists) being 1. Then I would have the weapons in between. But nothing exceeds 150 unless it's a bonus weapon. This way I know which is the most powerful and which is the weakest then everything else is in (logical) order in between.

Awesome idea!! That should atleast give me a starting point that I can tweak during alpha testing!

- - - Updated - - -

 

Just to spin off what DJK said about balance and all that jazz. I don't know if you noticed this article but I may help a little bit:

http://makewebgames.io/content.php/157-How-google-docs-excel-can-help-to-create-your-content

Definitely read this article and have already started using what it speaks about :)

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...