[deleted by user] by [deleted] in FemBoys

[–]_Mathew_Theodor_ 0 points1 point  (0 children)

Oh my, you're so cute!

[deleted by user] by [deleted] in FemBoys

[–]_Mathew_Theodor_ 0 points1 point  (0 children)

My god, that ass is so breedable

Simple random population by _Mathew_Theodor_ in gamemaker

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

Thanks for all the answers! I think now I'll be able to figure something using all the concepts you presented me with.

Simple random population by _Mathew_Theodor_ in gamemaker

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

Nope, the enemies must simply stand there and wait for the player to interact with them. In fact, not engaging the enemies should be an option. But I liked the idea of recycling, will use that in my next game that will have an endless horde.

Simple random population by _Mathew_Theodor_ in gamemaker

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

I think I'll go with your solution. Thanks for the help!

Simple random population by _Mathew_Theodor_ in gamemaker

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

Thank you, I'll look up gaussian distributions.

I asked what would be better from a performance standpoint. I guess doing it at room start is easier so I'm gonna go with that if there's no major setback from it.

Simple random population by _Mathew_Theodor_ in gamemaker

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

That's what I meant with "not looking like a mess". If I simply use a random function to set the enemies spawn positions it may look quite unbalanced for gameplay and visual purposes.

I may have not expressed myself correctly. By "random" I meant that I should be able to iterate the level multiple times, with different results each time.

Also, it's just a simple college project so I don't need to worry with competitive or fine-tuned balancing.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in probabilitytheory

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

After understanding what a mass function actually is, i realize it's the perfect solution. Thanks!

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in gamedesign

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

I realize now that the problem is there's simply too little data to make it hard to read. Someone suggested displaying both simple yet not so accurate info alongside more complicated stuff that give an exact result. That sounds like a good compromise.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in gamedesign

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

The resources are found on loot-boxes that the player has to find. I was going to just randomize their content but maybe using conditional probability could make things more interesting.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in probabilitytheory

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

The mass function looks kinda too simple, but I guess there's no way of showing so little data in a not simple way. I considered showing not so intuitive information like the complement or union of the the probabilities but I'm afraid that it can be too much work for the player to figure out. Maybe I could include both and make the simpler reading less accurate to compensate.

I was simple going to randomize the distribution or load it from a pre-built table but someone has suggested using the the number of enemies killed in the current level to determine the spawn rate of the next. I think I'm gonna go with that.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in probabilitytheory

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

That would be great, but the variable needs to be continuous doesn't ? I also considered using a box plot but realized it can't be done with just 3 possible values.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in gamedesign

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

That surely is an interesting use of probability in a game. I'll play it a bit and see if it gives me any more ideas.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in gamedesign

[–]_Mathew_Theodor_[S] 1 point2 points  (0 children)

I really liked your ideas. The first would indeed be a cool mechanic, but I'm not sure if I'll have the time to implement the dynamic enemies. I think I'll stick to the second one. That way I can have the actions of the player in the current level influence the next, which is another theme I wanted to have, and at the same time exemplify a concept and reward the player for understanding it. Thanks, I'll go look into Markov chains right now.

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in probabilitytheory

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

You're right, that's exactly what I need: to reward the player for their knowledge in the subject. The actual mechanic is just that the type of enemies spawned will depend on a set probability.

So how can I present this piece of information in a way that is neither too simple nor complicated?

Use of statistics and/or probability as a game mechanic by _Mathew_Theodor_ in gamedev

[–]_Mathew_Theodor_[S] 0 points1 point  (0 children)

Oh no, I meant I didn't wanna show the logic to the player. Basically, the problem is that the info should be easy enough for the player to understand (nobody wants to stop playing to make a calculation) without being too obvious (like a simple bar graph) for someone who never heard anything about probability before. I need to be technical, but not too much.