StarOde : NES style, pixel art, grind heavy RPG (indev 7%)

I’ve had to be busy with normal work more than usual so can’t focus as much on this right now. Thinking about XP requirements for levels and XP gains.

For XP formula I want levels to be gained quickly at first, and then rapidly become more time consuming to level up. Level 1->2 = 100 XP. Level 99-> = 1,000,000 XP.

Different games have different styles of XP gains.

Here is WoW’s

And Dota 2’s

And Pokemon’s

A chart showing XP required for the different classes in Dragon Quest 3

http://www.gamefaqs.com/nes/587249-dragon-warrior-iii/faqs/6183

It’s interesting to me that some classes in that game had higher XP requirements than others. It makes me want to consider “ascended” classes… so say you get a unit to level 100. Once you do, you can continue to level them up, or ascend that class to a higher tier, which begins at level 1 again but is a class that you don’t get automatically when you create new units, and if leveled up has much more powerful stats and possible perks than the vanilla classes. At least something like that could provide even more endgame for target audience who enjoys ridiculous grinding games.

Pokemon’s formulas have interesting variations too.

The Disgaea games also have interesting ways of handling XP and levels

In some games, XP is not handled based on killing something but taking an action against them. This is the case with Final Fantasy Tactics.

http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876

How I think I’ll handle XP gains from mobs is each mob type has a pre-programmed amount of XP it gives, which is modified based on its level. But still lean toward conservative side with giving XP, and look at the numbers to see how many of x must be killed to level up at certain levels to get an amount of grind required that I’m happy with. I’m not sure of exact numbers yet as I still need to do tests for this.

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