by reneuend » Sat Jul 18, 2020 3:14 am
Sorry I've been away. Life issues. It is still a struggle, but I want to try to devote a couple hours a week to AM.
So, the last time I addressed this, I was still designing.
Here is my thought: You was a programmer would add skill names and their maximum limit to a file:
SKILLS:
<Skill Name> : <Maximum Limit>
Example:
Health : 1000
So during the game you could effect the Health based on an action. So as a programmer, you would call a routine to change the Health: ChangeSkillStrengh("Health", -20). if the current Health was 800 then the bar would be at 80% (800/1000). A -20 change would have little impact with a Max Limit of 1000. This is how the different skills would have different weight impacts.
If you had a skill like, Stanima with Max Limit of 100 and it was at 80/100 or 80% and you called the routine: ChangeSkillStrength("Stanima", -20). This would have a much greater impact then on the Health skill. 80 - 20 = 60/100 = 60%.
Does this sound like the right direction?
---