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Cookie's avatar

I will always remember that scene (based on real events) where the Mcdonalds founders had a kitchen layout drawn on a tennis court and hired actors to enact the parts thus modeling their kitchen and process

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Gustavo's avatar

I also used python to calculate the modelling of combats with no extra options just to test the main mechanic with asymetrical combatants. I wanted to test it since I wanted to know how it affected combat if a higher level skill, that does more damage, done by a lower HP enemy fought versus a lower tier skill done by the PC with less damage but more than double the HP.

This helped in modelling things in the earlier stages till the game had enough substance for solo play before realeasing a beta status version for public testing.

Thank you Python.

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Exeunt Press's avatar

Thanks for the comment! I think this is the best use of coding and simulation — quick tests to ensure the early playtesters get the best experience. It’s helpful to find gross issues if possible before using valuable time from players!

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Alex White's avatar

I recently used mathematical modelling to work out how many cards should be drawn in each operation to give a fatality chance approximately the same as Bomber Command crew faced in a tour of duty (44% as it happens). Shamefully, I didn’t think about writing a program to do it but used excel to do most of the heavy lifting (I say shamefully as most of my career has been as a programmer)

I agree that it is really helpful to ensure that your parameters are roughly right, although it is also worth remembering that most games have too few die rolls for regression to the mean to actually take place! Something I investigated by mapping all the die rolls in all the games of Settlers of Catan that I’ve played for years - I’ve never had a game where the die rolls formed a recognisable Normal Distribution!

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Exeunt Press's avatar

All good points! And no shame in using Excel. I use it all the time, especially for quick visualizations.

Very true on rolls and distributions. I think the strength is in being able to see the distribution and making some very human judgment calls based on that. For example, how ok you are with weird edge cases and such.

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Alex White's avatar

Oh, this was for my solo journalling game, “Tail-End Charlie” which I published earlier this year BTW!

https://planesailinggames.com/games/tail-end-charlie/

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Todd Zircher's avatar

Good read. I did something similar for a wargame design where I wrote tools (in javascript) to help me determine hex size scaling, orbital periods, and other fun geeky stuff for a space combat game.

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Exeunt Press's avatar

Thanks!

Sounds like a good use of some code. And writing in whatever language you know is the best way.

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R.J. Gillis's avatar

Yes! Another resource for learning Python that I like is Python for Everybody (PY4E).

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Exeunt Press's avatar

I’m not familiar with that one and will check it out. Thanks for the comment!

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Simon Hackler's avatar

Nice article. I will definitely try to use python to explore some game design questions.

I think however that every game can be modeled, except something that requires dexterity like jenga. I think that doesn't take away from the game, e.g. chess is still interesting even if it is easy to model and AI has reached superhuman capabilities there.

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