We all know that balancing a game, is the equivalent of the gold pot at the end of the rainbow…few are able to do it, and refined their process to the state of the art.
For us common people; things works differently, so I am looking for some sort of “cheatsheet”, that give some ideas about various functions to use with the values of a game.
In particular, I am aiming at common genre, which are notoriously more math-intensive, on the side of the calculations for in-game parameters. Such as simulations (for example fifa-style games, or of the likes of football manager) and RTS.
For RPG types, I found success in implementing most of the AD&D or GURPS mechanics; which gave me generic ways to handle how parameters interact. Other genre are also more manageable, once you cover the basics, but I find hard to figure out exactly what would be a standard set of functions and math used for simulations and RTS.
For example; some designers use functions that plot a specific progression; like in a RPG you want to use a sort of function that plot as S shape, so the progression through levels is linear in the middle, steep and quick in the beginning and slow down at the end, close to level cap.
Some useful functions to give an idea:
- Logistic
- Linear
- Exponential
- Quadratic
- Logarithmic
These are useful, but the implementation is not always simple (for example in a RTS, you could say that there is a value called morale, not displayed to the player, that get influenced by the number of units in game, their overall health and the ratio of units destroyed vs the units created).
Implementing a function that account for such case is probably done via code in some way, but I suspect that there is some sort of generic math function, that is used for such case. And similarly, for all the other cases where complex interactions between parameters is happening.
Or even better, see how certain commercial games handle the problems, and get an idea about how to write your own implementation.
Do you know of any of such math patterns, to handle generic cases? My assumption is that if there are design patters about how to make an object, and what data structure to use for specific cases and situations, there should be an equivalent for math functions too.