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Juice Galaxy (formerly Juice World)

Floppy ragdoll rpg sandbox with physics-based combat · By fishlicka

How exactly does Juice work? (In a gameplay sense)

A topic by JuiceFiend created Jul 12, 2021 Views: 195 Replies: 3
Viewing posts 1 to 2

Alright, these are some pretty straightforward questions - nothing about the "lore" of juice or anything like that. I just wanted to know how the game determines the amount of Juice that an enemy or entity should drop when it gets damaged. To this end, I have 2 questions.

1) It seems pretty obvious that dealing low amounts of damage to an enemy will only give a small amount of juice, and dealing more damage will give more per-hit. However, what I remain uncertain about if there is a maximum amount of Juice that an enemy can give per high-damage hit - that is, do juice blobs summoned by hurting enemies have a maximum value below the integer/decimal number size limit? If so, what would that be? Additionally, do juice blobs have a maximum physical size? (It kind of seems like their size is logarithmically-scaled or asymptotic rather than linear based on the amount of JP they give, but I don't actually know that to be true.)

2) When playing around with the old Draginslayer, it seemed like all enemies, regardless of how low-health they were, would have the tendency to drop a lot more Juice. This was most obvious with trees. My guess for how the system worked is as follows: if a pollywog with, say, 20 HP, would drop 20 JP if you were to whittle its health down by 1 HP at a time with a weak weapon, hitting it for 40 HP worth of damage would give you 40 JP, even though the Pollywog only had 20 HP and should probably not give you that extra 20 based on a direct HP-to-JP conversion. Of course, I don't actually know if the system works like that, and I wanted to ask so that we could have a clear understanding of it for the record.

Thanks for your time, and best of luck with the next update!

Developer (2 edits) (+1)

It is based on a few variables: monster.juice, monster.maxHealth, and damage per impact. When you damage a monster, the amount of juice that comes out is 

  • monster.juice * damage / monster.maxHealth

but also, when you kill a monster, it releases ~5 juice particles that sum up to monster.juice, and when you drink it, you get monster.juice again. This means you can actually get about 3 * monster.juice per monster that you kill and drink.

The reason you can get more with higher damage (as with the old OP draginslayer) is because you can actually hit a monster for more damage than its maxHealth. Say you hit a pollywog for 9000 damage and its maxHealth is 100, you actually get (9000 / 100) = 90 * monster.juice from that hit. I call it overkill damage and it'll probably get a nerf when I rework the game to be a bit more balanced ;)

Edit: Oh also yes, Juice particle size is logarithmic I believe. Can't remember the exact function but it is less than linear for sure!

(+1)

Thanks for the detailed response, Fish! I appreciate it - I wanted to fact-check some stuff on the wiki, and now I can. Hope the new content is going smoothly!

Developer(+1)

Np, thank you for working on the wiki! Yeah it's going well, things'll start moving faster tomorrow.