Wednesday, 27 April 2016

Year 3: Game update: Balancing variables

Balancing variables

Before i start to do play test of my game I have tried to balance the game by myself in order to try and make all towers seem fair and equal to one another.
Tower:
Sunflower:

Tower changes:
.Resource cost increased to: Sunlight 300, Water 350 and Food 325

Reason: the reason for increasing the cost of this tower was to keep it balanced as this is the main producer of resources for the player it is tactically the highest costing tower because of this single ability.

Tree:
Tower changes:
.Resource cost increased to: Sunlight 60, Water 30 and Food 40

Reason: the slight increase to resource cost of this tower is because of the previous cost was too cheap and this unit could be spam to easily by the player as well as being able to be constructive early in the game too often.

Disperser:
Tower changes:
.Resource cost increased to: Sunlight 180, Water 190 and Food 180

Reason:  this tower received a massive increase in terms of its cost of resources because of the effectiveness of this tower when it is Buffed by another tower .

Venus trap:
Tower changes:
.Resource cost increased to: Sunlight 100, Water 80 and Food 105

Reason: venous trap received a slight increase in its  resource cost mainly because of the tanking nature and also its ability to shoot

Ent fortifier:
Tower changes:
.Resource cost increased to: Sunlight 325, Water 295 and Food 275

Reason: with further playtesting by myself it was clear that  this tower is essential in creating a viable defense line for the player is the reason I hike the price of the resources so high so that this tower can be constructed by the player too often.

Ent protector:
Tower changes:
.Resource cost increased to: Sunlight 325, Water 295 and Food 275

Reason: The ent protector got a significant increase in its cost of resources the main logic behind this was that fight each nine towers only one of these towers is needed thus making this tower quite expensive is part of its design as the shouldn't be too many of these towers on the map as they wouldn't be as effective.

Death Orchid:
Tower changes:
.Resource cost increased to: Sunlight 175, Water 150 and Food 200
.damage per change to 75
.Rate of fire change to 10 seconds
.Range change the 6000 units

Reason: this star received a significant increase in its cost as well as a change of default variables this was because this tower had effectively become useless as  it was not outputting as much damage as any of the other towers for the cost it was.

Sniper leaf: 
Tower changes:
.Resource cost increased to: Sunlight 169, Water 160 and Food 210
.Damage per change to 150
.Rate of fire change to 7 seconds

Reason: the sniper leaf was changed drastically with the increase in resources and  increase in both its damage and decrease in its rate of fire this was to offset its lower health with high damage to make it of value tower to the player.
Starting Resources:

The staffing resources were increase to 2500 each even though with my own playtesting I was able to reach high waves with just 1500 of each resource going into playtesting many of the players will bar have any idea on how to play this game and may find it difficult to begin with so saying the resource is quite high is a good way to kickstart people into the game without making the game too hard to them at the beginning.

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