diff options
author | jacopo grandi <jak.sk8@hotmail.it> | 2021-02-20 00:11:23 +0100 |
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committer | jacopo grandi <jak.sk8@hotmail.it> | 2021-02-20 00:11:23 +0100 |
commit | 2eef87c8970db643c4ef09e0fd9e8110c8193043 (patch) | |
tree | 78a9bcc7932ab8edb8669ded755ee2c81afc0912 /design | |
parent | c135f85fcdc1eeedd04e0c9e9f626b907500f20a (diff) |
finish condition and bad cost function
Diffstat (limited to 'design')
-rw-r--r-- | design/notes.txt | 95 |
1 files changed, 84 insertions, 11 deletions
diff --git a/design/notes.txt b/design/notes.txt index ef2bb25..c9903bb 100644 --- a/design/notes.txt +++ b/design/notes.txt @@ -1,22 +1,14 @@ tasks: (date) -[x] implement rm unit (issued on 18:02:21, done on 18:02:21) -[x] implement armor calculation (issued on 18:02:21, done on 18:02:21) -[x] implement augment calculations (issued on 18:02:21, done on 18:02:21) -[x] implement augment hud view (issued on 18:02:21, done on 18:02:21) -[ ] implement sound (issued on 18:02:21) -[ ] implement end of battle condition (issued on 19:02:21) +[ ] implement cost function (issued on 18:02:21) [ ] implement stats hud view (issued on 18:02:21) -[x] implement battery calculation (issued on 18:02:21, done on 19:02:21) -[ ] implement brain behaviour (issued on 18:02:21) -[ ] implement component levels (issued on 18:02:21) -[ ] implement persistent settings (issued on 18:02:21) [ ] implement net hud and minilobby (issued on 18:02:21) +[ ] implement brain behaviour (issued on 18:02:21) [ ] implement army hud view (issued on 18:02:21) -[ ] implement cost function (issued on 18:02:21) [ ] implement lobby cost constraints (issued on 18:02:21) [ ] implement edit unit directly (issued on 18:02:21) [ ] implement naming template and army (issued on 18:02:21) +[ ] implement persistent settings (issued on 18:02:21) [ ] implement move animation (issued on 18:02:21) [ ] implement fire animation (issued on 18:02:21) [ ] implement explosions (issued on 18:02:21) @@ -24,7 +16,15 @@ tasks: (date) [ ] design 3d map tiles (issued on 18:02:21) [ ] implement 3d units (issued on 18:02:21) [ ] design component sprites (issued on 18:02:21) +[ ] implement sound (issued on 18:02:21) +[x] implement end of battle condition (issued on 19:02:21, done on 19:02:21) +[x] implement battery calculation (issued on 18:02:21, done on 19:02:21) +[x] implement component levels (issued on 18:02:21, done on 19:02:21) +[x] implement rm unit (issued on 18:02:21, done on 18:02:21) +[x] implement armor calculation (issued on 18:02:21, done on 18:02:21) +[x] implement augment calculations (issued on 18:02:21, done on 18:02:21) +[x] implement augment hud view (issued on 18:02:21, done on 18:02:21) bugs: @@ -52,6 +52,77 @@ view from 18:02:21 to the end: details: +implement cost function: + oh boy + cost of a component = c_c + cost of a unit = c_u + cost of an army = c_a + c_a = sum {i=0..ar->uslen-1} c_u[i] + c_u = sum {comp j} c_c[j] -> maybe unfair, does not consider synergies + = sum of stats -> nerfs synergies, confusing and hard to calculate + c_c = sum of abs attributes -> ez but trash + = basis function of effectiveness of attribute -> cool + cost of unit is tricky + if i consider the simple sum of c_c, the augment bonuses are left out + gun cost 10, better ammo 10, total cost is 20. + otherwise every unit is calculated ad hoc. + gun cost 10, better ammo 10, dps is way better so total cost is 30 + -> i'm using the cost by unit final stats, it's better but harder + what is effectiveness, i have to find formulas + . effectiveness of a weapon + + total damage output + + range multiplies total damage + + aoe multiplies total damage + + knockback fixed cost + + stun fixed cost + - upkeep as a % of total cost + - charge per shot required + - weight as a % of total cost + . effectiveness of a chassis + + slots (different by slot type) + + speed + + hp + + weight_max + - upkeep + . effectiveness of a battery + + capacity + + recharge based on capacity + - weight as a % of total cost + . effectiveness of an armor component + + armor amount + - weight + - upkeep + . effectiveness of an augment + + all add effects, weighted accordingly + - weight as a % of total cost + . effectiveness of a controller + + base cost by complexity of strategy (so base cost is defined in data) + - upkeep + multiplicative constants (buy with weight): + . 1 total damage per turn = 2 weight + . 1 armor = 2 weight + . 10 hp = 1 weight + . 100 capacity = 1 weight + . 1 upkeep = 1 weight + (they differ in the implementation) + basis function: (to modulate the increase in cost, double effectiveness, maybe 4*cost, or 70*cost) + . linear y=x + . log y=log(x) + . exp y=exp(x) + . other maybe? + cost of a unit: (info_unit_get_cost) + . sum of cost of components but with the final modified values + i can also price components based on no bonuses to provide a price gauge -> meh + i think it's better to focus on the cost indipendently of weight for now + +implement end of battle condition: + i was thinking i can detect the end as no damage is being dealt in 10 turns + and no movement takes place + another condition is that the enemy has no units, but it's not necessary. + end <==> no movement or fire + have to do transition from battle to editor, done ez +-> done + implement components level: could do it globally, every level is +5%atk and +10% cost could set each weapon stat as a vector, v[level] is the stat @@ -67,6 +138,8 @@ implement components level: . design with a lot more variables in play before writing 10000 numbers i should design, or autogenerate them settled on 3 lvls, autogenerated with python + missing hud! +-> done, also some testing implement rm unit: -> done, paper note solution |