Game Development Reference
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If we were to reverse this path, getting the Armor first, the data would be:
Leg
Time
Rate
Damage
Cover to Armor
5
2
10
Armor to Health Kit
8
1
8
Health Kit to Cover
5
1
5
Total
-
-
23
In this case, the total amount of damage taken is only 23 points. This intuitively
makes sense to us in that the difference in the second case was the fact that the long
run across the middle was done after acquiring the Armor. Therefore, only half
damage was taken during those eight seconds.
We can now run a couple of new tests with one of the objects being significantly
farther away than the other. In this case, let's make the two cover runs 10 and 5,
respectively. The run across the middle will have to be longer as well—we will make
it 20. Once again, we will do two examples with this configuration—one with the Health
Kit on the long side and one with the Armor there. The data ends up as follows:
Leg
Time
Rate
Damage
Cover to Health Kit
3
2
6
Health Kit to Armor
8
2
16
Armor to Cover
7
1
7
Total
-
-
29
The total amount of damage we would take is 29.
Again, if we were to reverse this path, getting the Armor first, the data would be:
Leg
Time
Rate
Damage
Cover to Armor
7
2
14
Armor to Health Kit
8
1
8
Health Kit to Cover
3
1
3
Total
-
-
25
That is, by getting the Armor first and then going to the Health Kit we would
take a total of 25 points of damage. Once again, the results “feel right� to us. The
best solution, given these circumstances, is to get the Armor first—even if it is far-
ther away from cover. The reason for that is that while we may take a lot of damage
running to get the distant Armor, we are very exposed for a long period of time
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