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## a blog attempting to raise the standard of web games

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By: bardicknowledge

Thu, 26 Jul 2007 12:34:20 +0000

Well if you want players to be able to mod their energy with points that's up to you, but as long as everyone has the option to do use, it won't in itself unbalance the game. But I would take it take like... 5 points or something to mod your energy. Make it expensive since it's the most critical area for players (it seems)

By: swift

Wed, 25 Jul 2007 23:48:29 +0000

you know, I thought about that after i posted and had already left my house lol. Im thinking regain like 5 energy every 10 minutes, you would use energy to fight, train, and explore. I havent decided on a base but id like a player to be able to level up only about 1.5 levels the first time they use their energy. (my exp to level 2 is 125 and 250 for level 3).

By: bardicknowledge

Wed, 25 Jul 2007 17:07:28 +0000

I dunno what your energy does. How much does a player have, what does it do, and how often do they regain it. For a leveling system I usually just use a equation that pretty much doubles or something of that sort for the next level. so like next_lvl_exp = cur_lvl_exp * 1.75 * mod_for_race/class

By: swift

Wed, 25 Jul 2007 16:53:53 +0000

thanks for the advice, ill start deriving my equations asap. I want stats in my rpg to be based around points instead of a set gain. (each level would give 5 pts which you could put into strength, dexterity, vitality, or your daily energy). Do you think that letting players put points into their energy will make the game unbalanced? Also, Im trying to develop the leveling system. How did you determine what your exp benchmarks would be?

By: bardicknowledge

Tue, 24 Jul 2007 18:22:17 +0000

Eric if ya don't mind me asking, why?

By: bardicknowledge

Tue, 24 Jul 2007 17:45:26 +0000

Good day mate, I glad you enjoy the blog and that I inspired you ^_^ As to your question, a lot of the type of game you are designing. I know it's an RPG, but there are are sub genres, like cyberpunk, fantasy, sci-fi, medieval , etc. Anyways, there are a few general rules I apply to my own development when it comes to equations. 1)Make them logical. I don't mean math wise, but for example, experience. Solving a level 1 puzzle with level 5 intelligence assuming it's a 1=1 ratio, I shouldn't get a lot of experience for that. I do need more experience to gain a level but that task still becomes easier and shouldn't give the same amount of experience for a higher level. 2)Make the stats affect each other. This is something I personally like and doesn't mean it has to be done. But I find that when I make stats affect each other and equations, it gives the player more of a feeling of growth and development. 3) Don't get to elaborate/Don't under do it. I have seen a friend go from one extreme to the next. He was making two games. In one everything relied on a single dice roll - attack, defense, whether or not they hit, etc. Then for another he tried huge equations tried to tie EVERYTHING together. You can still tie everything together without creating a 10 line equation. EX: experience_gain = creature_exp/(player_lvl - creature_lvl) I hope that was of some help to ya and I think you just helped me figure out my next article/podcast ^_^

By: swift

Tue, 24 Jul 2007 16:52:04 +0000

Hey, I really like what you're doing with this blog. The concept has inspired me to attempt to create my own Browser-based game. Just a quick question / suggestion for an article: I'm attempting to develop the equations that my rpg will use to determine things like strength, dexterity, vitality, experience, etc. Is there a good way to develop this type of equation? I know there must be some good way to figure it out. Thanks in advance, swift.

By: Eric

Mon, 23 Jul 2007 11:21:57 +0000

i like normal post and hate podcast!

By: Cameron

Sun, 22 Jul 2007 00:59:46 +0000

I posted a comment the other day, didn't seem to go through. Anyway, I'm from the USA, Virginia in fact. Just curious, sounded like a Canadian accent is all, our biggest trade partners from the North. :) I have been playing around with a bunch of ideas for add-ons, features, etc. I have my game concept thought out and mostly programmed, been going back and forth on some UI issues. I like the pay once model that Guild Wars uses but I don't know if that is practical for supporting the game and development.

By: bardicknowledge

Fri, 20 Jul 2007 03:07:50 +0000

Thanks ^_^ I realized after I posted it that my address wasn't openbracket... oops lol. I will likely do another podcast or two just to see if it takes off, if not I have no problem doing posts since it takes far less time . Thanks for the compliments though. I'm glad people are actually reading/listening to my posts/and new podcast. I just hope that I am making a difference in a way that actually benefits teh community.