Sunday, June 10, 2012

The balancing act

I'm trying to get the balancing of monsters and items in Dweller just right, but it's not at all an easy task. I'm fairly certain that the game needs to become harder, but I don't want it to become too hard. I've started exporting the game data into formats that make them easier to share and explore. The first thing I started working on was a simple HTML output of the datafiles. The idea is to have something wowhead, but with static content generated at build time. Check out a first non CSS styled version of the monsters (SPOILER ALERT!) here.

When it comes to balancing the game I've taken that data and exported it to graphs to try and find monsters that stand out from the rest, either by being too hard or too easy. I calculate some kind of perceived power of the monster, the amount of XP you get from the monster and at what depth they are encountered:

I've managed to get perceived power and XP rewarded to be aligned, now I also need to make sure that you encounter the monsters at the appropriate depth as well. Things get a bit complicated though due to the side branches, but I think I'll manage to get it right eventually.


  1. Pfff. I don't envy you your job. :)

    Just one question. What about the named monsters? I mean, could they be more powerful?

  2. More powerful named monsters could add more challenge.

  3. Named monsters are slightly more powerful than their normal counterparts. Maybe they should be buffed even more?

  4. We could try it. If they will be too hard, there is still the teleport spell, and every character can drink healing potion. :)

    (Anyway, if I remember well, the smallest healing potion healed on me 27 hp at the last (1.19.1) release at the end of the game. I'll check it again with an another character, but if it's true, it should be nerfed.)

  5. Umm, the small healing potions should never heal that much. Are you sure about that?