swolchok/master now uses "energy-game" rules

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Scott Wolchok

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Jun 3, 2010, 5:59:50 AM6/3/10
to cells-game-devs
Makes several more things dependent on how much energy the cell has.
In particular:

* Give attacks a constant attack power and have them deduct energy
from the target rather than insta-killing. energy is like "HP".
* Parameterize starting energy and minimum energy to spawn.
* Add an additional cost to spawning in terms of lost energy.
* After spawning, both cells have (original_energy - spawn_cost) / 2
energy.
* Parameterize the death drop. (It's constant right now, but this
doesn't seem right; beefier cells leave less energy for the victor
than wussy cells.)
* Cap cells' total energy.

This is all pretty experimental, especially the particular values of
the parameters. Feedback welcome; I'm not even sure if phreeza will
merge this.

Thomas McColgan

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Jun 3, 2010, 6:58:34 AM6/3/10
to cells-g...@googlegroups.com
I have started a new branch where I am going to update the rules based
on yours. One question:

> * Parameterize the death drop. (It's constant right now, but this
> doesn't seem right; beefier cells leave less energy for the victor
> than wussy cells.)

Have you implemented this? I can't see it, and also if a cell has
died, in the energy = HP model that means it is always very wussy.

thomas....@googlemail.com

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Jun 3, 2010, 9:13:57 AM6/3/10
to cells-game-devs


On Jun 3, 12:58 pm, Thomas McColgan <thomas.mccol...@googlemail.com>
wrote:
Ah, thats what you said. Misread, sorry.
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