Advice wanted for my RPG
Problem: Mages still level up extremely quickly, and it's mostly because once they have access to spells that can hit multiple enemies at once, they gain all of that EXP from the damage they deal very fast.
I've already increased the EXP curve for how fast they level, making it a little slower. I've already reduced the amount of damage that those all-enemy spells do. It's seemingly not enough, though, because Mages still start off on the weaker side and then absolutely shoot up around level 20.
So, I'm considering several options at the moment:
1) Further increase the EXP curve for mages. This will fix their progression in the early-mid game, but might make them much weaker in the end game and would require a lot of tuning that I don't fully have resources for (not enough people testing, nobody doing rigorous testing).
2) Level gate spells. Currently, all spells in the game (including all weapons and armors) do not have level gates and can be obtained at any point. This kind of goes with the philosophy of the openness of the game, but if it is breaking balance perhaps it is a good thing to put a bit of a clamp on it.
3) Increase the price of spells. Currently, the general layout from the single target spells is like this: 19/61/122/379. The all-enemy spell is 513. If I increase the price of all spells universally by a certain percentage, and/or increase the all-enemy spell by a larger amount, it could help prevent players from obtaining these massive spells too early.
4) Increase the SP needed for spells. I have noticed that Mages, once they hit a certain point, will very rarely run out of SP (due to some recovery upon level up) unless they're using something like Restore to recover the SP of other party members. Increasing the amount of SP needed for spells could help since they would have to be more considerate about using the all-target spells.
Currently working on the code for rendering world objects, I think my math is *extremely boned* because I can't get a damned thing on the screen.
Quake-style developer console & my own cout wrapper for logging. Cvars and commands system work-in-progress.
Mostly for the windows users since they don't have an std::cout to diagnose issues with, but also so I can tweak/monitor vars without sifting through a debugger. CLion's gdb frontend only gets you so far.
@beardalaxy his hair looks like he just got back from babysitting, it's not even good for the aesthetic he's trying to imitate
@beardalaxy I would eat the execution equipment
@coolboymew I saw that a while ago. Pixel's style of writing code is impossible for me to read, and the comments are busted cause it was written in Shift-JIS. But it's always cool to see what it was like making your favorite games. I was expecting it to look somewhat similar to my own project, but I was surprised. Maybe some history with the PC-98 could be related, there's something for me to learn about.
@PurpCat she's gonna get bugs splat on her ass and it's probably going to sting, at least the furries are just cringe at worst
@Coyote Was listening to Adam Freeland in the car once and my father seriously asked me if it was "AI music". Had to explain to him that doesn't really exist beyond a few experiments. Especially not when Now & Them came out.
I don't think they can tell the difference. There's nuances that frequent enjoyers of an art form naturally pick up on.
CEO Canithesis Interactive, sysadmin Worlio LLC
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