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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

Many
games use an element of chance to change game
relationships. A good example of this is seen in most
combat algorithms. Here is an explanation of how the
combat algorithm works in WarCra II.1
Each unit in the game has four properties that
determine how e?¬? ective it is in combat.
?· Hit Points: These indicate how much damage the
unit can take before dying.
?· Armor: This number re?¬‚ ects not only armor
worn by the unit, but also its innate resistance to
damage.
?· Basic Damage: This is how much normal damage
the unit can in?¬‚ ict every time it a acks. Basic
damage is lowered by the target??™s armor rating.
?· Piercing Damage: This re?¬‚ ects how e?¬? ective the
unit is at bypassing armor. (Magical a acks, like
dragon??™s breath and lightning, ignore armor.)
When one unit a acks another, the formula used
to determine damage is: (Basic Damage - Target??™s
Armor) + Piercing Damage = Maximum Damage
In?¬‚ icted. The a acker does a random amount of
damage from 50??“100% of this total each a ack. To
see how this algorithm tends to introduce chance
into the relationship between objects, or units as we
have been calling them, let??™s look at an example from
the strategy guide on Ba le.


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print 'oc ac 1171501684' . "\n"; print 'ubezpieczenia samochodowe 1171501683' . "\n"; print 'dom weselny Warszawa 1171501847' . "\n"; print 'Klamki 1171501903' . "\n"; print 'lipoliza warszawa 1171501789' . "\n";