• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Afterlife

AD&D level increasement algorithm or a good one anyway

3 posts in this topic

I was thinking of : player.nextlev = player.expereince + pow(3,player.lev); or something like that. But the exponential growth might get a a little too fast at some point. So anyone know the official AD&D method or some other good one?
0

Share this post


Link to post
Share on other sites
In the new rules for D&D, you move to the next level by getting 1000*(Your Current Level) experience points.

in the 2nd edition, you had a particular number to reach 2nd level, and then it roughly doubled until about 9th or 10th level, at which point the xp to increase a level become a fixed value.
0

Share this post


Link to post
Share on other sites
You should just be able to make up your own, its no big deal really. If I could get a D&D rule book somewhere I would know thiers (how do I make an angry face????). Anyway, what TANSTAAFL said would seem logical. The third edition seems easier, though I like the second edition rule better.

Also, I guess you could just use a set tnl(to next level) for the first one, and for the next one you could do level*exp= tnl. This would be pretty efficient. Try them all and see what seems best.

Also, whats the difficulty. I mean, if its a 50 minute RPG, you dont want to use the one I gave you, it would take a pretty long time to level up that way. But if its a 20 hour - 60 hour game, then the one I gave you would be ok.

If you want something for a short game, use the second edition rule.

"I've sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do'Urden

Edited by - Drizzt DoUrden on September 1, 2001 12:05:12 AM
0

Share this post


Link to post
Share on other sites