Hi Vertigo. You possibly got yourself into deep water :) I am making a turn-based RPG and doing the algorithms is complicated and really specific to your game's attributes.
Some things I started with:
- Researched many RPGs, esp console titles (which mine is styled after), finding common attributes (e.g. what people are familiar with)
- Looked up the D&D calculations. These of course are rather basic since it's designed for table-top play. It can provide ideas at least. Some other table-top roleplay games may have better calcs.
- Googled for RPG algorithms. You can actually find some good ideas here and there
- Thought about it all and how I wanted to shape the combat
My calculations, for turn-based, wouldn't suit real-time games. Also if you found algorithms they're not going to be plug-n-play, they're going to take time and thought.
Not easy, that's for sure.
Some things I started with:
- Researched many RPGs, esp console titles (which mine is styled after), finding common attributes (e.g. what people are familiar with)
- Looked up the D&D calculations. These of course are rather basic since it's designed for table-top play. It can provide ideas at least. Some other table-top roleplay games may have better calcs.
- Googled for RPG algorithms. You can actually find some good ideas here and there
- Thought about it all and how I wanted to shape the combat
My calculations, for turn-based, wouldn't suit real-time games. Also if you found algorithms they're not going to be plug-n-play, they're going to take time and thought.
Not easy, that's for sure.