{"id":1567,"date":"2013-11-22T08:29:41","date_gmt":"2013-11-22T07:29:41","guid":{"rendered":"http:\/\/www.winterwolves.net\/blog\/?p=1567"},"modified":"2013-11-22T08:31:30","modified_gmt":"2013-11-22T07:31:30","slug":"the-perfect-balancing-in-a-rpg","status":"publish","type":"post","link":"https:\/\/www.winterwolves.net\/blog\/2013\/11\/the-perfect-balancing-in-a-rpg\/","title":{"rendered":"The perfect balancing in a RPG"},"content":{"rendered":"<p>Let&#8217;s get back to talk about one of my favorite topics, rules\/game design for RPGs \ud83d\ude09<br \/>\nOne of the biggest problems of all RPG designers is balancing the game difficulty and making the battles\/random encounters interesting.<\/p>\n<p>In my first two RPGs, Loren and Planet Stronghold, I used two similar approaches. The enemies would auto-level, but on a different scale from the player&#8217;s party, to make sure that as the player leveled up the battles would become easier.<\/p>\n<p>I had defined a base enemy stats\/skills values set at level 1. Then I decided how much increase they would get for each stat on every level up, and did some testing, making sure that the enemy progression wasn&#8217;t as quick\/fast as the players.<\/p>\n<p>For example, after 10 levels, the enemy could have gained +10 HP while the player (on average) +20HP. And then I was scaling those values based on the chosen difficulty.<\/p>\n<p>However, it was very painful to code it, because I had to define every single enemy this way. Copy\/paste helped, but when an enemy definition looks like this:<\/p>\n<p><a href=\"http:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/enemy.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-1570\" alt=\"enemy\" src=\"http:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/enemy-1024x311.png\" width=\"640\" height=\"194\" srcset=\"https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/enemy-1024x311.png 1024w, https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/enemy-300x91.png 300w, https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/enemy.png 1669w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><\/p>\n<p>it&#8217;s not really the best to avoid mistakes \ud83d\ude00 Also, balancing the game required tweaking the numbers over and over, test again, and overall took a lot of time.<\/p>\n<p>So what I have decided to do, to shorten development time and make at same time the battles fun and challenging?<\/p>\n<p><strong>The Ultimate RPG System!<\/strong><\/p>\n<p>I&#8217;m going to use a different system that combines auto-leveling with keywords-based allocation of enemies&#8217; stats.<\/p>\n<p>By default, the enemy will scale completely to the average values of the player party. So attack\/defense\/speed\/magic, so that we have a 1:1 copy of the character average party members values. Then I&#8217;ll use keywords and\/or relative values to define specific trait of each enemy to differentiate them.<\/p>\n<p>For example I could write using relative values:<\/p>\n<ul>\n<li>Attack: -5% (the Attack would be inferior of the 5% to the party average)<\/li>\n<li>Defense: 50% (the Defense would be 50% better than the party average)<\/li>\n<\/ul>\n<p>Or also write using keywords:<\/p>\n<ul>\n<li>&#8220;Defender&#8221;, and define it as an enemy having +10% Defense value and +15% HP value<\/li>\n<li>&#8220;Magician&#8221;, enemy having +25% Magic value and +10% SP value<\/li>\n<li>&#8220;Fury&#8221;, enemy having +25% Speed, +25% Attack but -40% Defense value<\/li>\n<\/ul>\n<p>and so on, you get the idea! Also, the keywords will be parsed in sequence, so I could apply two or more and the final result would be a mix of the various modifier.<\/p>\n<p>I think this system could lead to a MUCH faster development time, and also to a more fun\/challenging battles, even to a better randomization of the enemies (for example in a region of Fire creatures, I could define the Flaming attribute that gives +25% Fire resistance).<\/p>\n<p>Of course, this doesn&#8217;t mean that all the enemies are of SAME LEVEL. Only that the default\/base level now matches the average party level. So while before I was struggling trying to have enemies match the party level, now I use that as starting point to create the opponents! But I can have in battles weaker or stronger enemies.<\/p>\n<p>I&#8217;m going to use a system very popular in MMORPG, using color codes:<\/p>\n<p><a href=\"http:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/relativelevels.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-1572\" alt=\"relativelevels\" src=\"http:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/relativelevels-1024x576.jpg\" width=\"640\" height=\"360\" srcset=\"https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/relativelevels-1024x576.jpg 1024w, https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/relativelevels-300x168.jpg 300w, https:\/\/www.winterwolves.net\/blog\/wp-content\/uploads\/2013\/11\/relativelevels.jpg 1280w\" sizes=\"auto, (max-width: 640px) 100vw, 640px\" \/><\/a><br \/>\n<em>The color coding system, so you immediately know how dangerous each enemy is<\/em><\/p>\n<p>Green &#8211; weaker than your current party average<br \/>\nWhite &#8211; same level<br \/>\nYellow &#8211; one level above your party averageOrange &#8211; two levels above<br \/>\nRed &#8211; more than two levels (it could be even 5 levels, like in the screenshot above)<\/p>\n<p>This way is even more immediate to spot the most dangerous enemies just looking at the color in which their names are displayed \ud83d\ude42<\/p>\n<p>Those who like to grind will still be able to do it, because I can always define groups of low-level enemies, and they&#8217;ll still be easy to defeat. The items you&#8217;ll find can be sold to buy better gears, especially useful for those mad enough to play at the &#8220;Nightmare&#8221; difficulty level \ud83d\ude00<\/p>\n<p>As you can see, I&#8217;m going to experiment quite a lot with this RPG! So far has been fun and the result are very pleasing (though as always I&#8217;ll need to wait for the feedback from testers).<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Let&#8217;s get back to talk about one of my favorite topics, rules\/game design for RPGs \ud83d\ude09 One of the biggest problems of all RPG designers is balancing the game difficulty and making the battles\/random encounters interesting. In my first two RPGs, Loren and Planet Stronghold, I used two similar approaches. The enemies would auto-level, but [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,94,44,9,14,171],"tags":[],"class_list":["post-1567","post","type-post","status-publish","format-standard","hentry","category-development-screenshot","category-development-tricks","category-game-design","category-indie-life","category-roleplay-games","category-seasons-of-the-wolf"],"_links":{"self":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/1567","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/comments?post=1567"}],"version-history":[{"count":8,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/1567\/revisions"}],"predecessor-version":[{"id":1578,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/posts\/1567\/revisions\/1578"}],"wp:attachment":[{"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/media?parent=1567"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/categories?post=1567"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.winterwolves.net\/blog\/wp-json\/wp\/v2\/tags?post=1567"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}