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System for expandable process/modifiers relationship

A topic by Merdoc created 2 days ago Views: 49 Replies: 4
Viewing posts 1 to 4
(2 edits)

 Hi everyone, I'm new in development and looking for solution on how to make my game random system easy to work and expand. It's a forage simulator. The idea is to make it as random as possible (spawn, random locations, prices, injury chance etc.). There will be a ton of staff with permanent and temporary modifiers (skills, jewelry, weather, seasons, potions etc.) 

If you can suggest ideas for how to make it all work and be able to add extra content in the future will appreciate it. Thanks in advance!

Moderator moved this topic to General Development
Moderator

(moved to the right category)

What engine? I'd love to help but this kind of thing can tend to be more engine specific in excecution.

(1 edit)

Godot. Thanks! I'll try to be more specific. This is how I think it can be:

Plant spawner knows what are possible plants to spawn in specific area and their base spawn chances. 

There is a list all active baffs and effects at this point.

Plant spawner asks what are active effects that affects possible plants to spawn and gets those modifiers. 

The rest is pure mathematics.

I really stuck in understanding on how to implement this effect entity. Should it use tags or different groups of tags. Or something else.

Cause, let's say we have effects

+10% oak tree

+5% broadleaf trees 

-5% broadleaf trees at night 

+3% sell price (not used in this situation)

And many more coming from weather, current altitude, moisture, season etc.

,

(+1)

So I use Unreal Engine, so I don't really know how to do that. Is there a Godot forum? If so, try that.