Difference between revisions of "Mechanics"

From Heroes of Hammerwatch wiki
Jump to: navigation, search
m (Added some links, arguable usefulness)
Line 1: Line 1:
Mechanics are the dictations of how the game works. Health, attacks, currencies, etc, are all mechanics. This portion of the wiki describes how each one affects each other.
+
Mechanics are the dictations of how the game works. [[Vital_Statistics|Health]], [[Damage|attacks]], [[Money|currencies]], etc, are all mechanics. This portion of the wiki describes how each one affects each other.
 
Here we discuss some of the basic functions of mechanics that may pertain to more than only Heroes of Hammerwatch.
 
Here we discuss some of the basic functions of mechanics that may pertain to more than only Heroes of Hammerwatch.
  
Line 5: Line 5:
 
Heroes of Hammerwatch's mechanical portions run at a rate of 33ms for every tick, or at a rate of 30fps.
 
Heroes of Hammerwatch's mechanical portions run at a rate of 33ms for every tick, or at a rate of 30fps.
 
Much of the game is processed in this 30 fps tickrate, such as DoT timers, speed, collision, etc.
 
Much of the game is processed in this 30 fps tickrate, such as DoT timers, speed, collision, etc.
 +
 +
The player is dealt fire or poison damage every X ticks.
 +
  
 
==Random Number Generators==
 
==Random Number Generators==
RNGs for short are algorithms within code to generate an uncalculable result.
+
RNGs are algorithms within code to generate an pseudo-random number that can be used to generate a seemingly random output.
  
 
<center>{{Template:BaseNav}}</center>
 
<center>{{Template:BaseNav}}</center>

Revision as of 00:24, 21 May 2018

Mechanics are the dictations of how the game works. Health, attacks, currencies, etc, are all mechanics. This portion of the wiki describes how each one affects each other. Here we discuss some of the basic functions of mechanics that may pertain to more than only Heroes of Hammerwatch.

Ticks

Heroes of Hammerwatch's mechanical portions run at a rate of 33ms for every tick, or at a rate of 30fps. Much of the game is processed in this 30 fps tickrate, such as DoT timers, speed, collision, etc.

The player is dealt fire or poison damage every X ticks.


Random Number Generators

RNGs are algorithms within code to generate an pseudo-random number that can be used to generate a seemingly random output.