So, in building out Anaeax1, I needed a way to express random quantities for game systems: weapon damage, level-up effects, so on and so forth. Code is one thing, but the game uses SheetParser to maintain tabular lists of weapons, monsters, and so on and so forth—I don’t exactly want to be defining this stuff in a C# file, no matter how easy Exor makes it (and it is pretty easy).
I play tabletop games. Dice make sense to me; I have an OK understanding of the sorts of distributions you can put together from them and they’re at least reasonably intuitive for most people. So my first inclination was to go write a dice parser, something that could turn
3d6+10 into a usable range. But why build when you can steal, etcetera etcetera, and I found an abandoned project on CodePlex (with tests, even!) that I could bend to fit my needs, PCL and MathNet compatibility among them. The resulting fork of DiceNotation is on GitHub and NuGet (with the MathNet integration in a separate package).
While this is going to be used in the game, it’s also going to be used for something else: doing statistical analysis for game balance in Excel. Which means I get to learn how to bridge Excel and C#. Which means I need a lot more liquor.
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