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Idle games with an ending
Idle games with an ending











idle games with an ending

These can be explicit upgrades, based on number of generators owned, etc.

  • Multiplier: Any of a variety of upgrades that multiplies your generator power.
  • That layer of separation can give you a bit more control over the growth of the primary currency in the game, since you can modify the “exchange rate” over time. For example, in Clicker Heroes the generators produce DPS, which is then converted into gold by killing monsters.
  • Primary Exchange Currency: In some cases generators produce a different currency that is exchanged for primary currency.
  • The rate of production, or income, is measured as currency per second.
  • Generator: The items in the game that produce primary currency.
  • Primary Currency: This is the main number that is being incremented, generally the goal of the game.
  • Let’s start by specifying some terminology to make talking about this easier.

    idle games with an ending

    Please feel free to duplicate, peruse, experiment, extend, etc.! The models for all of the charts produced in these articles are available as spreadsheets. Part III will look at prestige cycles and balance. Part II will look into alternate growth methods (especially derivative-based). Part I discusses core ideas of growth, cost, prestige, and generator balancing. This article is Part I of what will be a three-part series detailing topics covered in my most-recent talk. And how on earth do you balance a game that has insanely large numbers? I’ve given a few talks in the past about the appeal and general mechanics of idle games, but what if you actually wanted to make one? Theory and patterns are nice, but there’s some complicated math running behind it.













    Idle games with an ending