A little more of my brain dies each time I work up a new set of formulas to drive combat and character advancement…
We have combat and character dev running on quickie first-pass, stand-in numbers and such but now I’m trying to come up with a more final and comprehensive plan for all this stuff. TQ was a sort of “fly by the seat of my pants” type operation but I’m trying to put more effort into plotting everything out in advance this time around.
Here is a sneak peak at some hot spreadsheet action!
It’s actually a probability to hit chart showing the fall-off of hit chance vs. chance to critical based on the current formula.
I’m working on another workbook now that will help me to plot out and balance the accumulation of life for players and enemies vs. weapon and skill damage and the effects of various attributes and affixes.
I had my own spreadsheet/database nightmare this weekend…hours and hours of decrypting, re-encrypting, then decrypting again hundreds of thousands of credit cards.
After that sent them off to be token-ized, and re-imported everything back into the new table structures. Of course which meant lots of validation as well…
Today we went live though with our new system…really hoping everything goes smoothly this has been a pretty long project.
/pray
On a side note this project got me thinking about game development…not so much wanting to do it but it was so long (about 5-6 months) that I am utterly sick of working on it. I can’t imagine what it must be like working on a game for years at a time lol…I bet on release you guys must be so relieved!
I take it that maybe making games is a bit more fun though…hehe.