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| Started by | Jean-Michel Pichavant <jeanmichel@sequans.com> |
|---|---|
| First post | 2012-10-03 10:50 +0200 |
| Last post | 2012-10-04 06:19 -0700 |
| Articles | 3 — 2 participants |
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Re: design question:game skill system Jean-Michel Pichavant <jeanmichel@sequans.com> - 2012-10-03 10:50 +0200
Re: design question:game skill system Ramchandra Apte <maniandram01@gmail.com> - 2012-10-04 06:19 -0700
Re: design question:game skill system Ramchandra Apte <maniandram01@gmail.com> - 2012-10-04 06:19 -0700
| From | Jean-Michel Pichavant <jeanmichel@sequans.com> |
|---|---|
| Date | 2012-10-03 10:50 +0200 |
| Subject | Re: design question:game skill system |
| Message-ID | <mailman.1757.1349254197.27098.python-list@python.org> |
----- Original Message -----
> Hello all:
> I'm looking at a skill/perk system, where the player builds up his
> char
> by using perk points to add abilities.
> Each perk is under a category, and generally costs go up as you
> increase
> the perk.
> So I'm trying to figure something out; first, I'd really like the
> cost
> calculation and all of that to be dynamic, so that I don't have to
> write
> a calculateCost per object. I'd also like to be able to specify
> dependencies and say a level, as well as other factors before a
> player
> can obtain a perk and have them self documenting. The idea is that a
> player could do something like:
> data perk extended health
> and it would tell them they require health at 50 before they can
> purchase extended health, as well as the cost, the increase per level
> and the total overall cost.
> Any ideas on how to set this up would be really appreciated.
> Finally, I'm curious how to store and calculate these. I thought
> about
> using a uid per perk, then storing something like: {uid:level} on the
> player, but means that I have to lookup the name somehow still in the
> main perk database, then use that uid to check if the player has it.
> Are
> there better ways of storing skills? I'm also thinking about
> calculation; currently the CalculateMaxHp method would have to add up
> all the possible perks for health, then add stats and all that. That
> could get really rough on performance if it's called often; would
> something like a cache work, where you have something like:
> {attribute:dirty}? So if I call CalculateHealth, it checks for the
> dirty
> flag, and if it doesn't exist just returns the previous max HP, but
> if
> the dirty flag is set, it recalculates? Then anything modifying
> health
> (level gains, perks, stat increases/etc) would just set the dirty
> flag
> and call calculate?
> Thoughts/ideas would be welcome.
> Thanks,
Hi,
Again, do not think about performances before actually having an issue with them. What's the point to optimize something that doesn't need it ?
For your cache problem, google "python memoize decorator" for a bunch of decorators that will allow you to cache your data without any effort.
JM
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| From | Ramchandra Apte <maniandram01@gmail.com> |
|---|---|
| Date | 2012-10-04 06:19 -0700 |
| Message-ID | <d4e3b605-640d-4212-b80c-ef8f9c10cc67@googlegroups.com> |
| In reply to | #30677 |
On Wednesday, 3 October 2012 14:19:57 UTC+5:30, Jean-Michel Pichavant wrote:
> ----- Original Message -----
>
> > Hello all:
>
> > I'm looking at a skill/perk system, where the player builds up his
>
> > char
>
> > by using perk points to add abilities.
>
> > Each perk is under a category, and generally costs go up as you
>
> > increase
>
> > the perk.
>
> > So I'm trying to figure something out; first, I'd really like the
>
> > cost
>
> > calculation and all of that to be dynamic, so that I don't have to
>
> > write
>
> > a calculateCost per object. I'd also like to be able to specify
>
> > dependencies and say a level, as well as other factors before a
>
> > player
>
> > can obtain a perk and have them self documenting. The idea is that a
>
> > player could do something like:
>
> > data perk extended health
>
> > and it would tell them they require health at 50 before they can
>
> > purchase extended health, as well as the cost, the increase per level
>
> > and the total overall cost.
>
> > Any ideas on how to set this up would be really appreciated.
>
> > Finally, I'm curious how to store and calculate these. I thought
>
> > about
>
> > using a uid per perk, then storing something like: {uid:level} on the
>
> > player, but means that I have to lookup the name somehow still in the
>
> > main perk database, then use that uid to check if the player has it.
>
> > Are
>
> > there better ways of storing skills? I'm also thinking about
>
> > calculation; currently the CalculateMaxHp method would have to add up
>
> > all the possible perks for health, then add stats and all that. That
>
> > could get really rough on performance if it's called often; would
>
> > something like a cache work, where you have something like:
>
> > {attribute:dirty}? So if I call CalculateHealth, it checks for the
>
> > dirty
>
> > flag, and if it doesn't exist just returns the previous max HP, but
>
> > if
>
> > the dirty flag is set, it recalculates? Then anything modifying
>
> > health
>
> > (level gains, perks, stat increases/etc) would just set the dirty
>
> > flag
>
> > and call calculate?
>
> > Thoughts/ideas would be welcome.
>
> > Thanks,
>
>
>
> Hi,
>
>
>
> Again, do not think about performances before actually having an issue with them. What's the point to optimize something that doesn't need it ?
>
>
>
> For your cache problem, google "python memoize decorator" for a bunch of decorators that will allow you to cache your data without any effort.
>
>
>
> JM
True, but I always have an irresistible urge to optimize to every yoctosecond even if its absolutely useless to optimize.
[toc] | [prev] | [next] | [standalone]
| From | Ramchandra Apte <maniandram01@gmail.com> |
|---|---|
| Date | 2012-10-04 06:19 -0700 |
| Message-ID | <mailman.1796.1349356782.27098.python-list@python.org> |
| In reply to | #30677 |
On Wednesday, 3 October 2012 14:19:57 UTC+5:30, Jean-Michel Pichavant wrote:
> ----- Original Message -----
>
> > Hello all:
>
> > I'm looking at a skill/perk system, where the player builds up his
>
> > char
>
> > by using perk points to add abilities.
>
> > Each perk is under a category, and generally costs go up as you
>
> > increase
>
> > the perk.
>
> > So I'm trying to figure something out; first, I'd really like the
>
> > cost
>
> > calculation and all of that to be dynamic, so that I don't have to
>
> > write
>
> > a calculateCost per object. I'd also like to be able to specify
>
> > dependencies and say a level, as well as other factors before a
>
> > player
>
> > can obtain a perk and have them self documenting. The idea is that a
>
> > player could do something like:
>
> > data perk extended health
>
> > and it would tell them they require health at 50 before they can
>
> > purchase extended health, as well as the cost, the increase per level
>
> > and the total overall cost.
>
> > Any ideas on how to set this up would be really appreciated.
>
> > Finally, I'm curious how to store and calculate these. I thought
>
> > about
>
> > using a uid per perk, then storing something like: {uid:level} on the
>
> > player, but means that I have to lookup the name somehow still in the
>
> > main perk database, then use that uid to check if the player has it.
>
> > Are
>
> > there better ways of storing skills? I'm also thinking about
>
> > calculation; currently the CalculateMaxHp method would have to add up
>
> > all the possible perks for health, then add stats and all that. That
>
> > could get really rough on performance if it's called often; would
>
> > something like a cache work, where you have something like:
>
> > {attribute:dirty}? So if I call CalculateHealth, it checks for the
>
> > dirty
>
> > flag, and if it doesn't exist just returns the previous max HP, but
>
> > if
>
> > the dirty flag is set, it recalculates? Then anything modifying
>
> > health
>
> > (level gains, perks, stat increases/etc) would just set the dirty
>
> > flag
>
> > and call calculate?
>
> > Thoughts/ideas would be welcome.
>
> > Thanks,
>
>
>
> Hi,
>
>
>
> Again, do not think about performances before actually having an issue with them. What's the point to optimize something that doesn't need it ?
>
>
>
> For your cache problem, google "python memoize decorator" for a bunch of decorators that will allow you to cache your data without any effort.
>
>
>
> JM
True, but I always have an irresistible urge to optimize to every yoctosecond even if its absolutely useless to optimize.
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