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Hi, I''m new to the site. I''m making an RPG called the Prince of Might. I haven''t really written the story yet, but a prince of some unknown, far away land realizes that it''s his turn to gain the wisdom to save his land from the evil in it, and prepare to become king. Anyway, it will be very simple, with random enemy encounters, and turn-based battle. I need some suggestions. I plan on emphasizing the magic system, and making it different from other games. Any help is appreciated.

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I''m starting on my first serious game project...I''m not even worried about a story yet (I''ve got a half a dozen ideas floating around in my head, though). The important thing is definitely getting a running demo. You can write the story all you want after you have something that''s playable.

-OOProgrammer
virtual void life() = 0;

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In this game, you visit many towns, and talk to the townspeople. You must collect magical stones to learn spells, and to level-up your spells. There will be levels to gain with experience points. Just wondering, what should the equation be for the required eperience for a given level?

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The equations you want depend on the system you want. You can''t just grab an equation and hope to build the system around it. I suggest you study existing computer games, and hopefully some tabletop roleplaying games too, to see how they did it.

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OK, how about the following:
Experience Required = 2 ^ Level
or
E.R. = Level ^2

Both are good non-linear equations that fit the scenario well. With the second on, you would start out with 1 experience because 2^0 = 1. In the first one, you start with 0. The second one increased more quickly. Which one do you think is better?

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If a charachter''s increase in power (in your game) involves increasing base stats (like most console RPGs), why not make the experience earned for a kill equal to the enemy''s combined stat numbers. Then you have a system that scales itself, if you balance the game appropriately.

-OOProgrammer
virtual void life() = 0;

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If you''re looking for somewhere to start on your game, deciding what formula you''ll be using to calculate experience requirements is definitely the wrong place.

Regardless, in order to devise an experience formula, you need to take several factors into consideration.

* What is the difference in power between two characters one level apart?
* Is this power difference larger/smaller/the same at low levels compared to high levels?
* What constitutes "high level" in this game? Is there a logical termination point ("most people beat Final Fantasy II at around level 55"), or does the player level indefinitely (probably through randomly generated content)?
* How many objectives (killing monsters, completing quests) should a new player have to accomplish to gain their first level of experience? What difficulty should those objectives be?
* How many objectives should a high level player have to accomplish to gain another level of experience? What difficulty should those objectives be?

Once you have determined those things, you should be able to devise a formula that would meet your requirements. Also, be sure to choose large enough values that you have room to fine-tune the experience rewards, even at their lower values (If a Goblin is worth 3 experience points, a Cliche Rat is worth 2, and a Cowardly Troll is slightly harder than a Cliche Rat yet slightly easier than a Goblin, how much experience would it award?)
Conversely, make sure you aren''t choosing values that are so high that they are difficult to read at the later stages of the game ("For killing the Oblivion Dragon, you are awarded 79320159093 Experience Points") and, of course, also be sure that they will not be causing your variables to roll.

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I think the toughest enemy should yeild 1000 experience points, while the weakest should yeild 25, and go by 25''s in between. The first level should require something like 100 points. I want to make it harder to gain levels as your level grows, as in a parabola. Any suggestions for the formula?

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the [untested] method i am planning on using takes into account the level of the enemy versus the player''s level, and multiplies the base XP by that... so at level 1, you get a lot of XP for killing a few level 2 beasties, but at level 10 you get next to nothing for anything under level 7 that you kill. this''ll make it not-so-hard to level if the player is adventurous and faces challenging fights, but it will make it useless to wander around only killing weak monsters for the sole purpose of power-leveling...
whatever method you use, make sure that you balance the game well, so the players don''t have to spend hours killing bunnies just to stand a chance at surviving the next dungeon. they should get enough XP in the course of exploring to survive the next level; i hate nothing more than having to sit for hours before continuing on because the game creator thought everyone loves power-leveling.

--- krez (krezisback@aol.com)

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Actually krez that exact method was used in an MMORPG called The Realm made be Sierra. Fighting monsters above your level would yield more exp then lower ones. The amount needed for a level was the same after a certain level I think but its got harder and harder to get that much the better you became. Good for single player games but it gets annoying at high levels when theres nothing more powerful then you and you get wimpy exp for everything. Xp was divided between players if they were grouped. This made it advantageous for high level chars to take newbs out hunting. The newbs would bring in extra xp that would get shared with the high level chars. That promoted team play and such.

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heh heh i figured someonebody else would have thought of that, and probably used it in a commercial game... it''s not especially a hard concept to think up but either way, it seems more realistic to me (why the hell would cutting up rodents and slimes do for an experienced swordfighter? and if that is taken into account, it is only fair to reward people who face danger and use all their skill)...
quote:
Original post by TechnoHydra
Good for single player games but it gets annoying at high levels when theres nothing more powerful then you and you get wimpy exp for everything.

my game is single player, and if anyone wants to powerlevel they are going to have to find harder creatures to do it with

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I really don''t know why we haven''t seen it used in many games, I would think that there would be other RPGs using variations of it. Anyways, looking forward to seeing that in action krez.

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Unless I mis-understand your system, many games already use that system. Dark Age of Camelot for example. A goblin gives 120 xp at level x, and then 80 at x+1. Then later, at x+3, it gives only 1 xp. Even Castlevania X2 used it. This system is really great in my oppinion because it forces the player to explore more.

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You can also combine both: that is, the experience per level gets higher each level, and a player gains more exp for battling monsters above his level. Diablo 2 did this, and it used an exponential system for the required experience, I believe it was something like this:

experienceRequired = 100 * 2.25 ^ characterLevel

I''m not sure about the 100 however, but that is something you can change easily.

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