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Yep, it's all about figures and formulas. There are already quite a bunch them, but I think some are rather poorly conceived.And the project's status is in a development stage where this kind of "game design" (you may call it as you like) is necessary and required e.g. for quests & stuff.
if you have a large number of formulas then what you want to do is include a global constant factor into all of them.....this allows you too speed up or slow down all calculations by changing just one constant...but then you also want another factor for each individual formula so that you can fine tune each one.for example say we have some simple formula for calculating XP gained for defeating a monster ...um monster HP divided by level...so tougher monsters of the same level give slightly more xp....so the end formula becomes xp = global . xpfactor . ( hp / level )note global.xpfactor is itself constant and can be precalculated.this can be extended if you have groups of formulas that you want to be able to affect as a group....just add a new constant factor for them....What this gives you is the ability to tweak things as the game goes on....without having to re-write the underlying formulas...before you release the game for beta you should have also either used excell to identify a reasonably balanced set of constant values...or what might be better is to just run a whole bunch of simulations over your actual game engine with various combinations....this assumes that youve been able to seperate you game engine from the rest of the code to a point where doing this is possible.
Balancing duirng alpha stage is much more effective than during design stage.