|
1 registered members (Grant),
999
guests, and 2
spiders. |
|
Key:
Admin,
Global Mod,
Mod
|
|
|
level up questine
#379667
08/05/11 22:35
08/05/11 22:35
|
Joined: Feb 2010
Posts: 886
Random
OP
User
|
OP
User
Joined: Feb 2010
Posts: 886
|
I just have a little question. In my game Tarrox you are able to level. The problem is I don't know whats better; Decision RED Getting after the next level points that you can use to choose which abilities or power ups you want to boost up (like more health, recovery speed, strength, speed and so on...)That would look good in the game, but if the player is smart, he could easily make himself an evil bad-ass how easily owns my game, with bad-ass boosted abilities and boost ups... or Decision BLUE Just automatic boost up for everything?Then my game and AI would have more control over the player and my game would be the bad-ass ass beating bad-ass!
Whatever, what do you guys or girls think RED or BLUE, I really don`t know.
Last edited by Random; 08/05/11 22:36.
|
|
|
Re: level up questine
[Re: Random]
#379671
08/06/11 00:38
08/06/11 00:38
|
Joined: Apr 2005
Posts: 1,988 Canadian, Eh
DLively
Serious User
|
Serious User
Joined: Apr 2005
Posts: 1,988
Canadian, Eh
|
"Fair" is a bad word for an adventure game no its not - its fair that everyone can choose how they want to level up. If you get 5 points and put it on health - youll have more health, and take longer to kill; if you get 5 points and put it on strength, you can kill faster, but die just as fast as you would have, before the level up. its fair. I agree with option "Red"
|
|
|
Re: level up questine
[Re: bart_the_13th]
#379703
08/06/11 16:06
08/06/11 16:06
|
Joined: Feb 2010
Posts: 886
Random
OP
User
|
OP
User
Joined: Feb 2010
Posts: 886
|
All right, that meens I have to make some more images for my menu, juhu... But thank you, I`ll do RED.
|
|
|
Re: level up questine
[Re: Random]
#379721
08/06/11 19:01
08/06/11 19:01
|
Joined: Dec 2000
Posts: 4,608
mk_1

Expert
|

Expert
Joined: Dec 2000
Posts: 4,608
|
A lot of games do leveling up by just increasing the value that is most used, i.e. using a weapon improves your marksmanship, close combat fighting improves your strength and well, getting hit a lot improves health. I would combine this generic leveling with only few extra points that boost your skills (not general things like strength, agility, perception, health) like lockpicking, stealth, defusing bombs, repairing items etc
|
|
|
|