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Dunno dice strategy
Dunno dice strategy








dunno dice strategy
  1. #Dunno dice strategy generator
  2. #Dunno dice strategy code
  3. #Dunno dice strategy plus

The effects stack, so an enemy with two arms will do 44% more damage! Salve This kind of arm will allow the enemy to heal itself. Here are some of the arms added in the last few days: Power Glow For each of these arms, the enemy's normal attacks will do 20% more damage. Every enemy will consist of a random choice of a body and two to four arms, each with different abilities. You play with a deck of procedurally generated cards that influence those rolls and their effects. As a reminder, the game's battle system is about hoarding up dice that you roll for diverse effects such as dealing damage, healing, or adding more dice for future rolls. The project is moving along, so I figured I might show a few of the possible enemies in the game.

#Dunno dice strategy code

And that only required a few lines of code and high-school math. To be fair, most of those cards are extremely similar to others, but at least they are not simple recolors - we are talking about 2500 functionally different cards.

#Dunno dice strategy generator

It's actually rather difficult to calculate exactly how many unique cards this generator can produce, but, right now, estimation and testing puts that number somewhere around 2500 different cards (a number that will likely grow in the near future). Of course, the result won't be anything fancy, but it should be enough to identify the card at a glance. Maybe it has a cost? We could just tack on a label with the cost in a corner. It grants health instead? Then change that dice icon for a heart.

#Dunno dice strategy plus

A card that grants +5 dice? Just add a dice symbol, a plus sign and a five. The easiest way to create a new image might be by combining different small icons representing each of the aspects of the card. How can we achieve this when our cards are being generated on the fly? Why, by generating the images on the fly too! Once we have the data for the newly generated card, it's just a matter of deciding on a system that can generate a uniquely identifying image from that data. What about card images? Almost every card game will give distinct images to each of its cards for ease of identification. This is all nice and fancy, but it leads us to a significant problem. Some types of cards are more common than others. Here's a sample of 100 randomly generated cards.

dunno dice strategy

For added variety, the points a defeated enemy awards are not set in stone either, but will waver within a certain range. Occasionally a card will receive a boost in card points in exchange for a negative effect (added cost, delay, etc.), allowing for a greater effect. All it does is assign semi-random values to the card without exceeding the allocated card points. Each of these possible card models has a specific but simple algorithm that receives the available card points as an input, and outputs a newly generated card. The second one is as a number I very imaginatively named "card points", which roughly defines how good that card can be. specific card effects and configurations) it can drop on defeat. The first one includes a list of what possible "card models" (i.e. Each enemy will have two hidden parameters detailing what kind of cards it is allowed to generate. The way I achieve this is deceptively simple.

dunno dice strategy

But instead of there being a certain number of hardcoded cards and receiving one of them at random, the game will actually generate that card on the fly according to certain parameters. In this game, whenever you win a battle - sometimes also when you lose - you will be rewarded with a random selection of new cards.










Dunno dice strategy