Hi all!
I’m developing kind of a RTS game where the focus is on the characters you control and not in the combat like others RTS do.
In my game, every character that you have has a passive that makes them unique. That passive could be beneficial for collecting materials or combating or group related things.
My question is what would be the best/optimal way to code that passives?
I was thinking in making an Actor Component with the passives as an Enum and code different blueprints that would be child of that component but I don’t think that it would be the smartest move, I’m kind of lost in this one.
I appreciate any suggestions that you guys may have. Also if you need any other detail of how the game works just ask.
To code passive effects on characters in a game, you would typically follow these general steps:
Character Representation: Define a data structure or class to represent a character in your game. This structure should include properties such as health, attributes, status effects, and any other relevant information.
Passive Effect System: Design and implement a system to handle passive effects. This system should allow you to attach, activate, and manage passive effects on characters. It could involve using classes, components, or systems depending on your game architecture.
Define Passive Effects: Create a set of passive effects that can be applied to characters. Examples could include increased defense, health regeneration, or bonus damage. Each passive effect should have properties such as duration, magnitude, and conditions for activation.
Attach Passive Effects: When creating or initializing a character, attach the desired passive effects to them. This can be done by adding the passive effect objects to the character's data structure or by utilizing the passive effect system you've implemented.
Apply Passive Effects: During gameplay, regularly update the passive effects on each character. This may involve checking conditions for activation, adjusting character attributes or states, and managing the duration or expiration of the effects.
Interaction with Active Abilities: Consider how passive effects interact with active abilities or actions in your game. For example, some passive effects may enhance certain abilities, while others may modify character behavior or trigger specific actions.
Testing and Balancing: Test your passive effects thoroughly to ensure they work as intended. Balance their impact on gameplay, making sure they enhance the character's abilities without causing excessive imbalance or making the game too easy or difficult.
It’s important to note that the implementation details will vary depending on the programming language, game engine, or framework you are using. The above steps provide a general guideline for incorporating passive effects into character coding, but the specifics will depend on your game’s design and architecture.
Certainly! Here’s a concise guide with comments on how to code passive effects on characters in a game:
# Define a Character class with passive effects
class Character:
def __init__(self, name, health, armor):
self.name = name
self.health = health
self.armor = armor # This is a passive effect reducing incoming damage
def take_damage(self, damage):
# Apply armor as a passive effect to reduce damage taken
damage_after_armor = damage - self.armor
if damage_after_armor < 0:
damage_after_armor = 0 # Ensure damage doesn't go negative
self.health -= damage_after_armor
# Print out the result for debugging
print(f"{self.name} takes {damage_after_armor} damage, health is now {self.health}")
# Example usage
hero = Character("Hero", 100, 5)
hero.take_damage(20) # Expected output: Hero takes 15 damage, health is now 85
In this code, a Character class is defined with attributes for health and armor. The armor acts as a passive effect that reduces incoming damage. The take_damage method calculates the effective damage after applying the armor, ensuring it doesn’t go negative, and then subtracts it from the character’s health.
To code passive effects on characters, you’ll want to use conditional statements that check for specific triggers or states, like health thresholds or time intervals. Implement these effects using modifiers or buffs that auto-apply when conditions are met. Be mindful of balancing and performance; constantly running checks can impact your game’s efficiency. Use a robust state management system to handle different scenarios and ensure the passive effects stack or refresh properly.
Health and armor qualities are part of the Character class; armor passively lessens incoming damage. In order to preserve balanced gaming dynamics, the take_damage method subtracts the effective damage from health after making sure damage reduction doesn’t beyond the attack value, preventing negative damage.
youtube vanced apk By limiting the decrease in damage to armor to the value of the incoming attack, this excessive damage prevents mitigation and avoids the issue of negative health values. This maintains continuity in the gameplay and ensures that the damage interaction follows the required rules.