Gameplay Overview ————
Kingdom Rush, the Royal Guard Army, Ironhide a tower defense game. Its graffiti style, unique hero and soldier system, a larger battle scene, in the Tower defense game unique, and achieved great success.
Here, based on the core gameplay of the Kingdom Rush, the core combat values required for the game (including the growth values in the battle) are pushed out.
First, you need to define how the game is played.
The game's approximate battle scenario is as follows
Battle Map Area Division
1, out of the strange point, 2, the default path, 3, the Defense tower construction point; 4. Defensive Point
Battle Unit Division
Our
1. Defense Tower, 2, Hero, 3, soldier
Enemy
1. Monsters
Gameplay Overview
1. After starting the battle, the monster will brush out the strange point and start to move to the defensive point along the preset path.
2, the player can spend gold coins at the construction site to build and upgrade the tower to defend against the monster attack
3, players can also operate heroes, casting skills to help combat
4, mobs move to the defensive point, then the player's health value is reduced
game victory failure condition
1, the player has a health value of 0, the game failed
2. All monster waves are over, and the player is still alive, then the game wins.
basic rules for game-related battles
1, the tower can attack the monsters into their range of attack, monsters will not attack the defense tower
2, Heroes and soldiers have health value attributes, monsters will attack heroes and soldiers (heroes and soldiers will also attack monsters)
Foundation Battle Model establishment ——————
Before starting the numerical extrapolation of any game, we first need to create a basic combat model based on the corresponding gameplay overview to refine the core combat values in the game.
In the mind of a standard Kingdom rush battle, when we lay a good defense tower, dot the monster is always a wave of the appearance, and then when a wave of monsters in the front of the monster into the defensive tower range, the defense tower began to attack, usually, The defense tower's attack ends at the moment when the last monster in the wave leaves its range. The two waves of monsters are usually long enough between two waves of monsters to have enough time for the Tower to digest (or destroy, or enter the defensive point).
With the above analysis, the balance in the game needs to be based on a wave of monsters . (This is a wave of monsters in a balanced way, in the tower defense game has a very strong applicability)
Thus the two sides of the battle balance model are: The Tower of Defense-a wave of monsters
With the concept of a wave of monsters, re-quantify the basic battle model
Along the way for a wave of monsters, when the monster in front of this wave enters the defensive tower range, the tower starts to output until the last monster leaves its range .
You can build the model as follows
The basic combat model is valid under the following prerequisites:
1, the whole monster is a wave of monsters, that is, this wave of monsters can always ensure that the first monster into its range and the last monster left its range, always in a continuous attack state
2, the Standard Model, the monster wave times by the same monster, during its len_monster, spd_monster unchanged
3, the Standard Model, the defense tower is a defensive tower, and the corresponding road width, topography and so on are consistent
Suppose that this wave of monster movement speed is spd_monster, the length is len_monster, the total health value is hp_monster, leaves the defense tower the life after the range is hp1_monster, the defense tower's average output is dps_tower per second
You can get the following formula
corresponding to a standard combat model, it can be argued that this wave of monsters is just being wiped out while away from range.
The assumption is as follows
1, hp1_monster=0
thus getting
The above formula is the basic formula for the balance between the tower value and the monster value in the Tower defense game.
Summary of this issue:
This issue simply introduces how to play a game based on the basic gameplay, through the summary of the core play, and then extract the core numerical model, so as to get the balance formula.
The next issue will be derived from this formula, the value of the standard combat model is calculated by determining the game base value and planning the battle rhythm.
Numerical design of Kingdom Rush Tower anti-game (I.)--Gameplay overview and foundation Battle Model establishment