sum_zone_to_time % ggplot(aes(x = zone, y = seconds)) + The a adjustment will be used to solve for the root with uniroot. Sum_zone_to_time returns the cumulative sum vector of our zone_to_time conversion. zone_to_time % ggplot(aes(x = zone, y = seconds)) + Without those modifiers, the * 10 health modifier for bosses equals the number of monsters needed to finish zones. For now I am ignoring the extra modifiers at this step (bubos and chronos).
![clicker heroes chronos clicker heroes chronos](https://i.ytimg.com/vi/CUBmpx_pzm4/maxresdefault.jpg)
The ifelse statement accounts for difference in boss zones. Zone_to_time use a vector of zones and output how much time it takes take to finish that zone with a static dps. time_to_complete_zone % ggplot(aes(x = zone, y = seconds)) + By default it takes 10 monster kills to complete a zone.
#Clicker heroes chronos full#
Time_to_complete_zone is how long it takes to finish a full zone. time_to_kill % ggplot(aes(x = zone, y = seconds)) + time_to_kill is the time it takes to kill a monster (non-boss). I’ll break down the amount of zones cleared into several functions. get_first_unbeatable_boss_zone % ggplot(aes(x = damage, y = zone)) + I’ll be ignoring bubos and chronos for now these are Clicker Heroes modifiers that happen later in the game. Bosses must be beat in 30 seconds or you won’t be able to continue. I’m using uniroot to solve boss solve damage for a particular damage per second. boss_health % ggplot(aes(x = zone, y = health)) + For this function I am adding - a in order to solve for any return value using the uniroot function.
![clicker heroes chronos clicker heroes chronos](https://willrenius.com/post/2019-01-28-idle-games_files/figure-html/unnamed-chunk-13-1.png)
As time goes on, levels increase and the conversion from dps to gold changes. However, there are a lot more factors in getting gold. damage_to_gold_aprroximation % ggplot(aes(x = zone, y = zone)) + First I’ll keep things simple by assuming gold rate is constant.
![clicker heroes chronos clicker heroes chronos](https://games.lol/wp-content/uploads/2021/06/stranger-things-download-free.jpg)
Now we need a way to convert damage into amount of gold earning so we can get a measure of how effective buying one hero will be.
#Clicker heroes chronos code#
Source("clicker_heroes_sim.R")#all my code will be included here I’m going to be running an analysis in R so let’s go ahead and include some packages. So in this first part of my Clicker Heroes analysis I’ll simulate the purchasing of heroes to help increase damage per second. I don’t plan on coding in every game mechanic of Clicker Heroes, but I’d like to get a glimpse of how these mechanics affect strategy. Inspired by Anthony Pecorella’s post, The Math of Idle Games, I decided to build a simulation for some of the mechanics to view how they play out with optimal choices. Then you hire more heroes to get more gold to hire more heroes and so on. In Clicker Heroes you can hire heroes to destroy monsters for you and get ever increasing amounts of gold for each monster you defeat. To get an idea of how the numbers worked out I wanted to build a simulation of another popular idle game, Clicker Heroes. Since they have pretty simple mechanics and layout, my girlfriend and I thought it would be fun to start building our own clicker game. I find them particularly interesting because they have very simple optimization mechanics. The main interaction is usually clicking one button for points and then compounding effects with various items.
![clicker heroes chronos clicker heroes chronos](https://image02.seesaawiki.jp/c/s/clickerheroes/813a4b17a52610a0-s.png)
Idle games, clicker games, and incremental games all refer to games that allow continuous progression even while you are away. I’ve been very interested in idle games recently.