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Patty_James
Guest
Hellooo !
So I've been planning out a game for a couple of months, and one of the main Game-Mechanics is that you, the player, is not necessarily repressented as a character.
You control chatacters in the game, making them do stuff, however you don't really control them as far as "making them jump over objects", but you really just set them tasks and the like.
In my game, you will start off by generating your two characters. When spawned, each character will have a different name and skills levels. You will not be able to choose their skills/levels in any way, and so if your character does not have the skills you like, you will need to generate another character.
This can not be done at any point in the game and has to be chosen from the very start.
The skill levels each character has will affect the quality of impact each character has on the game. If they are, for example, inexperienced at crafting, then anything they create/make will be very weak and break easily.
As each character does different tasks, their skill stats will improve alongside their chances of creating a quality item in that category.
As of yet, the known categories include:
- Shooting: The characters ability to shoot rifles/guns/other weapons to fight or go hunting, etc. The lower their experience, the more likely that they will miss and the lower their chances of dealing a critical hit.
- Cooking: The characters ability to cook/prepare food. The lower their experience, the shorter the shelf-life of the food, higher chance of food poisoning debuff as well as a lower affect on hunger for each player.
- Crafting: The characters ability to craft objects. The lower their experience, the weaker and more easily it will break.
- Tailoring: The characters ability to craft cloths/armor from materials gathered. The lower their experience, the weaker/less health each clothing piece will have as well as the lower itās protection.
- Mining: The characters ability to mine. The lower their experience, the slower/longer it will take as well as the less resources extracted.
- Farming: The characters ability to farm. The lower their experience, the slower/longer it will take as well ass the less resources extracted.
My Question is: What would be the smartest way of generating the amount of EXP at the start for each character?
I want each one to spawn with random experience levels in each skill; none of them being very high to start off with, but still at different levels such as Shooting = 0, crafting = 3, mining = 1.
The way in-which I would do it would be to set each character to having a starting amount of experience overall, such as 50. Then to split that up into each skill until it is equal to 0.
I would use the choose() function to determine the amounts so they don't go too high in one skill and little to none in another.
Would this work or would there be a cleaner way of doing this, because the only way I can see is to:
Set the overall-starting-experience to a value of, say, 50.
Then, in a step event go: choose(skill1, skill2, skill3, skill4...) *setting what this equals to a varible*;
if (*varible from above* == skill1){
character1Experience = choose(x, x, x, x...);
}else{
if (*varible from above* == skill1){
character1Experience = choose(x, x, x, x...);
}else{
And so on.
Any ideas would be awesome, thanks.
James Patmore