Fallout New Vegas
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  • Encumbrance in Games (An Informal Mini-Essay)

    Carrying Capacity is a game mechanic where the player's inventory is limited in some fashion. Item slots, item weights, and their child "item Tetris", are the tried-and-true methods of employing this. The reasons for using one in the first place are thus; immersion and challenge.

    Immersion should be pretty obvious. Having limitations on what and how much you can carry is simply realistic. If implemented properly, the player will engage with inventory management and consider it a necessary part of the intended, holistic, gameplay experience. If implemented poorly, Carrying Capacity becomes a chore and obstacle to the actually engaging gameplay.

    Challenge is the bigger reason. Carrying Capacity prevents the player from constantly having the solution to gameplay scena...

  • OrigamiPhoenix Dev Diary - Alt Overencumbrance

    Figuring Out The Math:

    When I first tried to figure out how to allow for a speed boost when your encumbrance rate was low enough, I wanted that one function that looks sorta like a parabola but one side just keeps going up. That's a logarithmic. It would be a seamless function to grant a dynamic modifier without making the speed boost stop rising at any point or get too high.

    While the curve suited the purpose, not only did this result in it being less intuitive - which would present a problem for anticipating your speed losses/gains - I couldn't figure out how to solve the variable for the logarithmic base that consistently makes the logarithmic function equal a given point - which is very important for fitting the function between the targets (penaltyBEGIN ,...