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Old 04-15-2008, 04:12 PM   #34 (permalink)
Millie
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Join Date: Jan 2002
Posts: 5,712
Quote:
Originally Posted by Zuuljin View Post
As a kind of aside, balance in games is one hell of a headache. I've done a few simple games myself, and while the programming is done fairly fast, the vast majority of my time is spent balancing. For instance I made myself one of those TD games. In my head I had a great idea for all the towers and how they would balance, but when I finally got to implimenting them, it was a HUGE pita trying to balance them against each other, and I just gave up lol.
I think the key to balance is to do a lot of planning in advance. And not just "Hmmm, I'll sprinkle some of this here and some of that there" on-the-fly planning, but planning with spreadsheets and min/max values and all of that jazz. It's a huge PITA, but it saves a lot of headaches and unintentional screwups in the long run. Start with your least powerful monster and then your most powerful boss, and try to work your way through a logical progression between those two extremes. All of your monsters should look like rows full of numbers in an Excel document before they should look like graphics. And design your enemies before you design your heroes, not vice versa. Doing heroes and their abilities first is asking for a lot of balancing issues in the long run.
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