Kruno
Arcane
- Joined
- Jan 2, 2012
- Messages
- 11,478
I am in the middle of designing a combat module for my simulation. I am used to just rolling my own crap, but I want to spice it up for my current project.
The project is a simulation, but in a roguelike-esque way, and combat will occur in real time (player influenced, but not controlled). There can be millions of entities engaged in combat at any given time, and so I do not want to over complicate this stuff to the point it becomes too much for a 16 core CPU. At the same time I do not want too simplistic of a combat system that is purely statistical, which is fine for computation, but is rubbish for simulation purposes.
My design choices boil down to:
1. Use LoD (Level of Detail) and allow for complex combat between the most important entities in the world, but raw statistical computations for everything else. This allows the best of both worlds, fast resolution and interesting combat.
2. Use a simpler system like the AD&D 2e which can be quickly batched and calculated on the CPU. A simpler combat system, but better than the simpler crap I normally implement.
3. Take the OGL 5.1 system and just nitpick until it is as complete and fast as I want it.
Licencing:
The other issue is in regards to licencing. I only want to use some of the underlying mechanical components of combat and character sheets. I have been reading about what I can and can't use but even WotC's site is a little confusing.
https://dnd.wizards.com/articles/features/systems-reference-document-srd
Assuming: X => OK!
I have to attach the licence to my product, and the OGL logo.
Everything mentioned inside this document is okay to use?
https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
Thanks.
The project is a simulation, but in a roguelike-esque way, and combat will occur in real time (player influenced, but not controlled). There can be millions of entities engaged in combat at any given time, and so I do not want to over complicate this stuff to the point it becomes too much for a 16 core CPU. At the same time I do not want too simplistic of a combat system that is purely statistical, which is fine for computation, but is rubbish for simulation purposes.
My design choices boil down to:
1. Use LoD (Level of Detail) and allow for complex combat between the most important entities in the world, but raw statistical computations for everything else. This allows the best of both worlds, fast resolution and interesting combat.
2. Use a simpler system like the AD&D 2e which can be quickly batched and calculated on the CPU. A simpler combat system, but better than the simpler crap I normally implement.
3. Take the OGL 5.1 system and just nitpick until it is as complete and fast as I want it.
Licencing:
The other issue is in regards to licencing. I only want to use some of the underlying mechanical components of combat and character sheets. I have been reading about what I can and can't use but even WotC's site is a little confusing.
https://dnd.wizards.com/articles/features/systems-reference-document-srd
Assuming: X => OK!
I have to attach the licence to my product, and the OGL logo.
Everything mentioned inside this document is okay to use?
https://media.wizards.com/2016/downloads/DND/SRD-OGL_V5.1.pdf
Thanks.