Thursday, September 20, 2012

Fight Cycle Design Diary: How to do loot distribution

Fight Cycle

Right now - well, I've never really designed a gear system/loot distribution system before so I'm figuring one. (note: I first posted this over at Fight Cycles indie-resource discussion thread)

I'm thinking I'll have some lists of item hand made (as in their data is hand typed!) by me, at a common, green, blue, purple sort of distribution. Each comes from a tier, which determines the level of skill required to wield the weapon/wear the armour. Basically in units of 100 - so you maybe need 0 skill, 100 skill, 200 skill, etc, to use a particular weapon or armour.

I'm thinking you have a loot roll that has a certain percentage for common, green, blue, purple (that latter ones having a lower chance) from your own tier. So if you are skill 255, then that loot roll is for tier 200 skill items.

You also have before tha an overall roll before that, where you have a small chance of getting lower tier items and an even smaller chance of getting an item from one tier above you.

That's my idea, anyway. I was stuck before because I thought that if it was a straight roll within your tier, then if I put in alot of common items, you'd have more chance of getting a common item - which seems a sucky result and not at all why I would be putting in more common items (I'd be doing it for variety, not to incrementally make you have to have common items more often).

Not sure if anyone is tracking this (perhaps X, who plays in Driftwurld as well, might be checking out this discussion thread), since I'm not ultra fast at implementing stuff (particularly stuff that I have no feel for whether its anything that thrills people), but I thought it'd be good to give an update.

I'm really hoping to overall finish this game. I might keep adding new touches/items as they come to me, for years to come. But for the overall structure, I'm really hoping to just finish this - it's proving harder than I thought, and that's when I chose what I thought was a more conservative design!

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