Article View: rec.games.design
Article #892Re: Net.rpg: Skills trees
From: David Lamb
Date: Tue, 24 Nov 1992 00:39
Date: Tue, 24 Nov 1992 00:39
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In article <1992Nov23.005032.11830@alf.uib.no> magnus@ii.uib.no writes: >>>>>> On Fri, 20 Nov 1992 17:43:12 GMT, dalamb@qucis.queensu.ca (David >>>>>> Lamb) said: > David> 1. The "spreading experience up the tree" thing is very > David> hard to manage by hand. I've had to write a program to > David> help people do it. > >Really? I suppose a non-deep tree would prevent this problem? It's >tempting to organize it really prettily in a very-deep tree, but a >wide one might be a lot smarter, as many branches are only used in >some genres. > The issue is: when you spread experience up the tree, you improve parent skills, which in turn improves ALL sibling/cousin/etc. skills. Thus: some root skill R has children (say) R.1 to R.5, each of which has children .1 to (say) .5 in turn. You advance in R.1.1, which in turn causes you to advance in R.1, which in turn advances R. Now you wind up improving all 5 R.x and 25 R.x.y skills. So what started as "improve 1 skill" winds up requiring that you (potentially) change numbers in 31 related skills. The only thing that saves you when you do it "by hand" is that you can ignore sibling skills in which you haven't sunk any experience - they default to the value for their parent.
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Newsgroups: rec.games.design Path: arc1-ca.pugleaf.net!sparky!uunet!cs.utexas.edu!torn!news.ccs.queensu.ca!dalamb From: dalamb@qucis.queensu.ca (David Lamb) Subject: Re: Net.rpg: Skills trees Message-ID: <By736E.61t@knot.ccs.queensu.ca> Sender: news@knot.ccs.queensu.ca (Netnews control) Organization: Computing & Information Science, Queen's University at Kingston References: <1992Nov16.185116.24333@crd.ge.com> <By0zw0.5Ho@knot.ccs.queensu.ca> <1992Nov23.005032.11830@alf.uib.no> Date: Tue, 24 Nov 1992 00:39:50 GMT Lines: 24