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  Bunny Stats 06:01 PM -- Tue August 4, 2009  

This is tech stuff that many people won't care about, but I know I dig right into things like this when it's for a game I'm excited about (Diablo III...), so here you go:

I'm settling on the specific stats that units will have in LL Tactics. It's not actually final, and I'll probably find some I need to add later, but these are currently the stats:
  • Might: most physical skills base damage on this
  • Brains: most magical skills base damage/healing/etc on this
  • Guts: your max life
  • Feets: movement points per turn
  • Armor: reduces damage taken when hit
  • Eyes: tiles of vision
The only reason we have both Might and Brains (which are the exact same thing, but applicable to different types of skills) is simply so that I can have Commander talents that boost one or the other. You wouldn't want "Might Of The Hedgehog" to increase how much your healers heal for, would you? So other than that, Might and Brains are pretty straightforward. An Order Knight will have something like "Slash: hit the target for [Might] damage." (where [Might] is replaced by the actual stat value, dependent on your talents). Other skills might do "does [Might/4] damage to everyone in a radius", so it's based on Might, not necessarily the exact amount (maybe [Might x 2 + 7] sometimes!).

So why stats at all? Why not just say "Slash: does 5 damage." in the skill? First off, as I mentioned, your Commander has talents which affect the Might of all units (or specific ones), so it's nice that they can boost the damage of everything without reading like an encyclopedia ("Slash does +1 damage, Whirlwind does +2, Axe Bonk does +1..."). Secondly, a unit might buff its allies with "+2 Might to all adjacent units" or something. If instead that were "Adjacent units do +2 damage" it would unfairly boost weaker attacks (like that [Might/4] one) and have a minimal effect on big ones. Also fun here is that it can boost Might or Brains - makes sense for magical stuff to get magically enhanced by one guy, and warrior stuff to get cranked up by a different one. Without stats, that would again be a laundry list. I am also considering (maybe not at release...) having various items your Commander can get which boost the stats of your units. So stats are nice.

That's about all the stats I'm sure that I need. Some others might sneak in there. Conflating healing spells and damaging ones into one stat is iffy, but you don't need 500 different stats!

And yeah, Armor probably needs a Dumber name, but I'm not sure what.
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