ABSTRACT

Action games featuring real-time combat have an interesting balance to strike when approaching difficulty and player challenge. Frequently, such games may have encounters featuring several adversaries in a group attacking the player, often with differing types of attacks. Every creature in the game is assigned a grid weight, which is the cost for that creature to be assigned a spot on someone’s grid. The total grid weight of the creatures attacking a character must be less than that character’s grid capacity. Similarly, every attack has an attack weight, and the total weight of all attacks being used against a character at any point in time must be less than that character’s attack capacity. Though the algorithm often refers to grid positions, it is more natural to think of the grid slots as defining positions equidistant from the player, forming a circle some arbitrary distance away.