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Archer Alec - IndieGame Devlog 13: Experience and Levels & Guis

Posted by Gunthera, 04 July 2012 · 587 views

No pictures todays but, what I have been working on is a experience and leveling system.
You gain experience by killing monsters, when you level you will be awarded one "point"
Points will be used in a attribute system.

Your attributes will be
AttackPower: How much damage you do.
AttackSpeed: How fast you can charge your bow.
MoveSpeed: How fast you move.
Health: How much health you have.

/----------Gui------------/

The gui will probably be in the bottom of the screen and consist of the 4 attributes, with the crystal/chest(main monster goal) health in the center
Along with a long experience bar at the bottom, and the player health above that.

/------REMINDER---/
Archer Alec has changed dramatically since the beginning of this devlog, most game mechanics such as the random generation where thrown out the window, along with the biome system, biomes may return but everything will be hand made by me.

Archer Alec will be Castle Defence game essentially

Thank you for reading, thank you for even viewing this as it encourages me to continue to develop this game!
As always feedback is greatly appreciated




Archer Alec has changed dramatically since the beginning of this devlog, most game mechanics such as the random generation where thrown out the window, along with the biome system, biomes may return but everything will be hand made by me.

Sad to hear this, I'm quite fond of random generated content, but from my own experiences it is really hard to generate interesting/working stuff.

You can approach the random generation from the other side. Start with hand crafted design and use procedural algorithm to combine them in a refreshing way.

As far as I remember, you create a side scroller, why not use templates (i.e. a screen width, hand crafted level piece) and add some links to them, like template connection links and spawn links. Then generate a level as linked list of templates (same theme, connected by template connection links) and spawn enemies at the spawn list with increasing difficulty at the spawn links, which ends with a boss at the end. With some constraints on the links you have a simple,yet powerful and controlable PCG tool at hand.

Just a thought :-)

Quote

Archer Alec has changed dramatically since the beginning of this devlog, most game mechanics such as the random generation where thrown out the window, along with the biome system, biomes may return but everything will be hand made by me.
Sad to hear this, I'm quite fond of random generated content, but from my own experiences it is really hard to generate interesting/working stuff.

You can approach the random generation from the other side. Start with hand crafted design and use procedural algorithm to combine them in a refreshing way.

As far as I remember, you create a side scroller, why not use templates (i.e. a screen width, hand crafted level piece) and add some links to them, like template connection links and spawn links. Then generate a level as linked list of templates (same theme, connected by template connection links) and spawn enemies at the spawn list with increasing difficulty at the spawn links, which ends with a boss at the end. With some constraints on the links you have a simple,yet powerful and controlable PCG tool at hand.

Just a thought :-)


Yeah I feel that the replayablity will be gone if I don't have the levels generated, I'm actually trying to implement the randomness back in to some degree.

July 2014 »

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