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Programming / Leveling/Experience
« on: October 10, 2013, 03:18:56 PM »
So I'm comparing alternatives for how to have the player increase in power as they play my game. I wanted to get your opinions/preferences on some of the different options:
Experience Gain/Leveling:
Starting Stats:
Experience Gain/Leveling:
- No Experience: No leveling system, players only get more powerful through equipment and simply getting better at the game
- Experience from Kills: Players gain experience whenever they kill a monster. Experience can be spent to improve stats and buy abilities. Could give rise to players feeling the need to fight everything rather than flee/hide.
- Experience from Descending: Players gain experience whenever they descend to the next floor. Promotes players just running through floors, though they'd miss out on loot.
Starting Stats:
- Static: Every game the player starts with the same stats. More balanced gameplay.
- Point Buy: The player starts with an amount of experience to spend to increase their stats.
- Random: The player's stats are randomized. Could cause large swings in game difficulty from game to game.
- Archtypes: The player chooses a starting class/archetype and their starting stats are based off that