How to keep balance / Unlock items / achievement rules

Posted by Mark Knol on Game Development See other posts from Game Development or by Mark Knol
Published on 2012-06-29T20:58:25Z Indexed on 2012/06/29 21:24 UTC
Read the original article Hit count: 311

I'm working on an engine for a game, too learn javascript and just because its fun. I'm a flashdeveloper, I know how to build websites. Now making games is a different challenge, javascript is a challenge, but I'd love to learn how to structure code and what patterns are common. I dont mind if the game ever finish, I'm mostly interested in the programming part of it. I dont have a particular endresult in mind, so I'll see where it takes me.

I currently have a system where you can buy items. The items cost a specified amount of gold, silver, diamonds etc. When you have selected and bought the item, it takes time before getting rewarded. When time is over, you are getting rewarded with other properties (gold, energy, diamonds). For example, you can buy an apple for 50gold, It takes a minute, you get rewarded with 75energy. Or if you take a run, it cost 50energy, it takes 5minutes, reward is 25gold and 25silver. These definitions is what i call actions. Currently I already have a system where this already works and I can define as much actions with as much properties as I want.

The definitions I have kinda looks like this:

{id:101, category:544, onInit:{gold:-75}, onComplete:{energy:75}, time:2000, name:"Apple", locked: false}
{id:102, category:544, onInit:{gold:-135}, onComplete:{energy:145}, time:2000, name:"Banana", locked: false}
{id:106, category:302, onInit:{energy:-50, power: -25}, onComplete:{gold:100, diamonds:2}, time:10000, name:"Run", locked: false}
{id:107, category:302, onInit:{energy:-70, silver: -55}, onComplete:{gold:100}, time:10000, name:"Dance", locked: false}
{id:108, category:302, onInit:{energy:-230, power: -355}, onComplete:{gold:70, silver:70}, time:10000, name:"Fitness", locked: false}

Now, I would love to add a system where I can lock/unlock the actions using achievement rules. Lets say, if you buy 10 apples, you unlock a new action, like bananas which cost more, and reward more. In the future I maybe want to restrict achievements and actions to levels. I am kinda stuck how to structure this.

I have 2 questions:

  1. Which patterns are used to define achievements? How/where are they defined? Should it be part of the action, or should it be a separate controller? Is it a good idea to register all completed actions to it? I think I want multiple types of achievement rules, Id love to hear some ideas how to develop it.

  2. How do you create/find a good balance, so the user does not get stuck or can cheat by repeat a pattern of actions to get too much rewards. I know there is not a simple answer and i'm lacking of a good game-concept, but I wonder if anyone created such a game and how you dealed and played with it.

© Game Development or respective owner

Related posts about engine

Related posts about design-patterns