It's been a few days since I posted here. These days (as with the rest) I've been hard at work, working on even more features of my video game (an Action RPG), fixing bugs, and testing things out.
The first I tackled with was the system that enables the player to Level Up. The player will be getting XP points in various occasions such as winning battles against enemies, completing quests, solving puzzles etc. And there is a set of milestones, and each time the player's XP points reach a milestone, the player's character is leveled up. But how does someone decide at how many XP the character will level up ? I took a look on the milestones some games have, and the numbers of XP points needed to progress to the next level seemed random. At that point I decided to do something that I do quite often when there is something I have doubts about in designing my RPG. I've opened the DnD Dungeon Master's Guide I have lying on my bookshelf. I bought the rule books of DnD years ago, without even having the slightest idea that one day I'd be creating a RPG video game myself. We were saying with some pals back then about starting playing DnD so I rushed to buy the books and other stuff such as dices etc. Unfortunately we only got to play... once, as they weren't that much determined actually. So for years I had these books lying around, and lately I found them actually to be useful for something. I often take looks at these books for inspiration when it comes to brainstorming for the video game I'm making, and they've helped me come up with many ideas. Regarding the leveling system in particular, I took the note that it's generally a good idea to level up a character when he (or she) has faced about 13.33 events of the same level as he is. So I decided on a base XP that each creature will have depending on its level, and then made a chart with the XP points required for each level, and I tried it out by fighting some enemies.
Another feature I worked with, and spend most of today's time on it, is the system that calculates how many days, months, and years have passed in-game since the player started a new game. The game's world is going to feature its own calendar, complete with its own months, and other details. So the player will be able to know the time in the world his or her character is living at. I wanted to add this because it adds some believability and immersion to the game by itself. But I haven't decided yet if it is going to play a bigger role than that. Perhaps some quest might only appear on a specific day of the month, or a certain month ? Or perhaps a NPC might tell the player to "Come back after 10 days for that...", and thus the system will be more useful than just adding a small touch of immersion. We will see.
Aside from these 2 systems, the rest of my work has been the usual: fixing bugs as they come up, testing stuff out, slight improvements here and there... Nothing new or extraordinary.
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