Super Basic : Balancing Combat Systems in Game Design
- Samarjit Singh
- Jul 30, 2024
- 3 min read
Introduction
When designing a game, especially one with combat mechanics, balancing the encounters between the player and various enemies is crucial. The right balance ensures that players feel challenged but not overwhelmed, making the game engaging and enjoyable. In this post, we'll delve into a super basic combat design approach to achieve balance. We’ll analyze how different enemies, their attacks, and their probabilities impact gameplay.
Understanding the Combat Matrix
The image above showcases a detailed combat matrix used to balance the attacks of two different enemy types: Goblin and Minion. This matrix includes various parameters such as attack types, probabilities, damage, and the number of hits required to defeat a player. Let’s break down these elements to understand how they contribute to combat balancing.
1. Enemy and Attack Breakdown
Each enemy has multiple attack types, each with a unique probability of being executed during combat. For example, the Goblin (Enemy 1) has three attacks:
Single Slash:Â 50% chance
Double Slash:Â 30% chance
Jump Attack:Â 20% chance
Similarly, the Minion (Enemy 2) has three distinct attacks:
Spits:Â 40% chance
Bite:Â 30% chance
Dark Bind:Â 30% chance
By assigning probabilities to each attack, we can simulate a more dynamic and unpredictable combat experience. This variability prevents combat from becoming monotonous, as players cannot simply predict what an enemy will do next.
2. Damage Calculation
Each attack type has an associated base attack damage value, which is modified by a special value to determine the final attack damage. For instance, the Goblin's Jump Attack has a base damage of 60, which results in an attack damage of 62.09 after applying the special value modifier and some critical damage based values in the formula.
These calculations ensure that each attack feels distinct in terms of impact. For instance, the Jump Attack is far more devastating than the Single Slash, creating a hierarchy of threat that the player must manage.
3. Hits to Defeat the Player
To further balance the gameplay, the matrix includes calculations for the number of hits required to defeat the player under various scenarios:
One of Every Attack:Â Assumes the player is hit by one of each attack type.
All Normal Attacks (Confirmed Hits):Â Considers the number of hits needed if the player is hit by all attacks as per their probabilities.
Probability-based Simulation(Requires a system to be created using coding/detailed parameters in the sheet):Â Uses the attack probabilities to simulate how many hits are likely needed to defeat the player in a realistic combat scenario.
For instance, in the probability-based simulation, the Goblin would likely defeat the player in 8 hits, while the Minion would do so in 6 hits. These simulations help designers adjust enemy stats and attack probabilities to ensure the game remains fair and challenging.
4. Balancing for Different Enemy Levels
The matrix also takes into account enemy levels, which further modify the damage and difficulty of encounters. As enemies level up, their attack damage increases, requiring players to adapt their strategies and making progression through the game feel rewarding and challenging.
Conclusion
Balancing combat in game design is both an art and a science. By using an approach like the combat matrix shown above, designers can create a well-balanced experience that keeps players engaged. This matrix not only helps in predicting how many hits a player can survive but also in ensuring that each enemy encounter feels unique and challenging.
Incorporating such detailed analysis into your game design process can significantly enhance the gameplay experience, making every battle feel both fair and thrilling. Whether you are designing a simple RPG or a complex action game, this approach can be invaluable in creating a balanced and enjoyable game.
Are you designing a game? How do you balance your combat mechanics? Share your thoughts and experiences!
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