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Level management

Started by June 28, 2006 12:41 PM
0 comments, last by templewulf 18 years, 7 months ago
Hi, I am making a browser based RPG game. I have a problem I am trying to tackle with levels. In my game levels allow players to use weapons of certain strength. I am trying to develop some way to manage this easily. For instance, what I was thinking was that for each level a user advances, they can equip a weapon that has ten points more damage. So a level 0 user can have a weapon that causes at least +10 damage points, a level 1 +20, a level 2 +30, etc. The problem with this is that a level 1 player is twice as powerful as a level 0 player, and that as the level increases, the less significant the increase becomes (ie while a level 1 player is twice as strong as a level 0 player - which is undesirable - and a level 10 player is only about 10% stronger than a level 9 player, and a level 100 player is only 1% stronger than a level 99 player). I don't want to hardcode levels and weapon stats because that would make my game far too complex. I am probably look for some more natural formula that stays relative in strength with regards to its adjacent levels. An increase in percentage, as in level 1 is 10% stronger than level 0, and level 100 is 10% stronger than level 99 will make determining what level a weapon can be equiped at complex too (there is more than just the damage, I was simplifying it). Any suggestions? Thanks.
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I don't like large jumps in stats in general. I was tooling around with a 2D RPG a while back and instead of levels, I used a continuous spectrum for stats. Using a double float, I gave my character a range of strength from 0.0 to 100.0.

Strength goes up for each event that tests strength by an amount derived from the challenge of the event. For the purposes of a toolin'-'round 2D RPG, that just meant whacking monsters (I had a goblin AND a dragon, so I can use plural here).

Whacking a goblin first tested dexterity and awarded more dexterity based on the goblin's agility. Then, it tested strength against the goblin's defense, and awarded more strength according to the goblin's defense. I forget the formula exactly, but it was something like avatar.strength += target.defense / (CONST_LEARN_MODIFIER * avatar.strength)

In any case, if you don't like the idea of a continuous spectrum, I think the setup you have now is fine. Large jumps in skill at lower levels with smaller increases as an expert make sense in the real world.
XBox 360 gamertag: templewulf feel free to add me!

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